Sentences with phrase «design of the game felt»

The boards and design of the game felt really bland, although a lot of the minigames were pretty fun.

Not exact matches

Each individual had functional magnetic resonance imaging (fMRI), a method of brain scanning which measures activity in several areas of the brain by blood flow, while playing a card game designed to stimulate reward feelings.
I would describe my self as a kind, warm hearted person, who has a strong work ethic, i am very determined to succeed in life, i want to go to college for Video Game Design and Computer sciences, I like to make a woman feel good about herself, because everyone has lots of potential the only...
Pro Evolution Soccer 2014 on the PS4 is definitely the best PES game in years, a well designed and surprising football simulation that is better in terms of AI, the feeling of the game and the technical side, than its predecessors.
After the bug fixes with a patch this sequel exceeds the original in every aspect.Better graphics, gamplay and story along with 2 completely different playable protaganists give Dishonered 2 more replay value then almost every triple A title this year.And this time around I did nt feel pushed to play the game in any specific way.I felt that playing stealthily was alot more rewarding then the first entry but i never felt that i was playing wrong or was being punished when i played a full on assault playthrough.Also there are several ending for every playstyle for both characters which really drive you toward a second, third or even forth playthrough and in all the chaos or silence of each level, even on my forth run, I reimagined every situation and experienced different outcomes every single time.Dishonored 2 also contains some of the best level design I have ever seen with the likes of the amazing and masterfully thought out Clockwork Mansion level being among my all time favorites.Dishonored 2 truly is a masterpiece in almost every ascpect!!!
It combines the simple elegance, bountiful content and colourful enjoyment of so many indie works with the production values and design genius of the generation's best Triple - A titles into a game that feels fresh and contemporary, but also mindful of what has come, and worked, before.
Its lifespan may feel too short but the quality of the game's design and the challenges presented will be more than welcome by the players and make Old Man's Journey a game that has gained its place in the growing catalog of the Nintendo Switch.
While the game's play control system can be a tad loose in feel at times, the overall experience is still solid and proves that you don't have to have a lot of bells and whistles in your play control design to make an involving and enjoyable game.
However, poor design choices make most of the game's dances feel inaccessible, with frustrations that far overpower Bounden's brighter moments, making it more likely to start a fight than a friendship.
Although it uses a tried and successful gameplay design - that of the Monster Hunter series - Lord of Arcana feels like a rushed, poor - man's version of Capcom's games.
Some of the later sections are quite imaginatively designed, even featuring Super Mario Galaxy style gravity puzzles, but they never feel like anything more than a palette cleanser before jumping back into the main game.
they are fighting a war for christ sakes... they wore proper attire in the first game so why did sega feel the need to anime the shit out of the character designs?
The Boss levels like the rest of the game are expertly crafted, and the battle I tried felt perfectly designed and challenging, and felt even more rewarding when I defeated Bowser Jr..
I think it's very interesting how the design seems savvy to that audience, with the first part of the game where the hero is alone feeling very similar to the original game.
But its numerous good qualities are significantly marred by annoying design and tone - deaf writing, both of which leave the game feeling muddled and out of touch.
I loved that aspect of designing villager houses - sure it felt like I was getting repetitive, but if they limited the amount to like 100 instead of the 300 + it'd be a perfect mobile game for me.
the environments begin to have a somewhat haunting feel to them which is not necessary in a game of this genre and don't seem to even fit into the world of the game and seem to be designed and put there with no reasoning at all... they don't even fit into the story.
This is the fourth game in the Driver series and presents a new element to the gameplay, mainly being that of an open mission structure, very similar to the Grand Theft Auto franchise in both feel and design.
It was the type of game that felt like it was built for a touchscreen and not only did we award Splitter Critters our Game of the Week and give it 4.5 stars in our review, but Apple thought it was pretty great themselves and it earned a coveted Apple Design Award during WWDC this past Jgame that felt like it was built for a touchscreen and not only did we award Splitter Critters our Game of the Week and give it 4.5 stars in our review, but Apple thought it was pretty great themselves and it earned a coveted Apple Design Award during WWDC this past JGame of the Week and give it 4.5 stars in our review, but Apple thought it was pretty great themselves and it earned a coveted Apple Design Award during WWDC this past June.
The comic book feel to how the game presents itself is unlike any other game in the franchise, but it's also the design of the dungeons and locales within Tokyo you'll visit, as well as the monster designs.
Super Cloudbuilt is a high speed, low gravity platform game featuring an excellent level design, a lot of additional content and some online modes that help make the experience never feel dull.
Originally Kickstarted as a totally different game by French studio Game Atelier, Monster Boy and the Cursed Kingdom features the same colorful, cartoony designs and weighty, retro metroidvania feel of Wonder Boy 3, but with a modern, crisp, high - definition lgame by French studio Game Atelier, Monster Boy and the Cursed Kingdom features the same colorful, cartoony designs and weighty, retro metroidvania feel of Wonder Boy 3, but with a modern, crisp, high - definition lGame Atelier, Monster Boy and the Cursed Kingdom features the same colorful, cartoony designs and weighty, retro metroidvania feel of Wonder Boy 3, but with a modern, crisp, high - definition look.
Ironically, in an age of MOBAs and strategy-less strategy games, this years - old staple of game design feels surprisingly refreshing.
While the 1994 game featured a number of impressive systems and mechanics at the time, channeling the same design from Ultima Underworld and other first - person RPG games, much of its gameplay feels a bit outdated in today's age.
Marianne is extremely enthusiastic about Super Mario Maker in the video and her level is called Super Shadow Puppeteer, designed to mimic the feel of her studio's game within Super Mario Maker itself.
SEGA, along with the excellent Christian «Taxman» Whitehead and Simon «Stealth» Thomley (responsible for the brilliant mobile ports of Sonic 1, 2 and CD), have taken the 16 - bit titles, keeping the gameplay and level designs / layouts and just using subtle enhancements to keep the game feeling fresh enough for modern systems.
Uncharted may have ripped off the feeling and tone from Indiana Jones, but it's your job to figure out how to go deeper, to the writing and level design, to figure out what you can take for your own game if you're after that sort of feel.
I started two games — one without his help, and one with, and despite feeling easier and therefore «less hardcore», the goofy nature of Funky Kong just adds to the fun of the already excellent level design in DKC: Tropical Freeze.
It's a gorgeous, deep, expertly honed game full of discoveries and challenges, fun stuff very rarely dinged by old - feeling design sensibilities.
The game's bright colors, whimsical level design, and obsession with weeding make it feel right at home around the time of the the vernal equinox, and it's also one of the easiest to pick up and play.
Its life system feels unnecessary and merely a remnant of older game design, and occasionally a stage's gimmick doesn't play out as well as it should.
The HD graphics are stunning and each level masterfully reflects both the classic design and feel of older Donkey Kong Country games while upgrading and opening them up in gorgeous 3D.
Despite having an open world and feeling like it is a big budget game from Japan, the game falls short on the technical front and the design of the open world does little to help with its repetitive nature of missions and sidequests.
So, if someone with FF experience and no DQ experience is looking for a reference point, I feel it's more helpful to compare the games in terms of their design contemporaries rather than by release date.
The folks beyond the wall have nicer looking lasers and flying bubble ships than the dirty trucks and machine guns we've seen in the previous installments, which is a welcome change, but one can't get over the fact that every bit of art design we see feels woefully generic, as if they were scrounged from a bin of unused video game assets.
I also found several places where climbing a wall as high as you can go (a common practice while hunting for secrets) resulted in an «out of bounds» death with no warning, This didn't feel intentional or well - designed, and might be a sign that edge cases of the game (likely to be found as Sonic maniacs explore every corner of it) could have benefited from a bit more playtesting.
Another area of Sonic Mania that feels a bit out of touch with modern game design is the instant deaths that result from being crushed by one of the game's many moving platforms or objects.
It's such a nice touch and good piece of game design that we can't help but feel a bit thankful for it.
The color palette early on shifts in a way that makes the game feel very surreal in a sense, and the pixelated design of the game mix with a pseudo-3D scrolling effect add to that.
Sometimes it feels like the worst of an older style of game design that sure felt like it was conceived to eat quarters or waste kids» time and keep them occupied to justify the cost of a cartridge.
Murasaki Baby feels like a game designed to be played and absorbed rather than a test of will for your brain or reflexes to overcome.
But they all share a few important details: Each zone is gigantic, full of nooks and crannies to explore and designed in a way that feels natural, oblivious to the cliches of the average video game setting.
One of the most criminally overlooked games of 2007 was Crackdown, an over-the-top sandbox action game that felt like it was designed exactly with me in mind.
The first - ever gameplay footage of The Elder Scrolls Online touches on the MMO's varied environments, its diverse character customization and the game's aesthetic, designed to reflect the look and feel of the three most recent Elder Scrolls games.
While the mode offers story for all three factions, the gameplay loop in the mode is disappointing and often feels like the main priority of the developers was on the multiplayer game design, after which they decided to tackle the single player.
However, one can't help but shake the feeling that the game just wasn't designed around this kind of a setup.
Speaking in an interview on the PlayStation Blogcast, Sony's Shuhei Yoshida spoke about Dark Souls» captivating player - to - player interactions, saying «Lots of things these games - Demon's Souls and Dark Souls - did, like leaving the messages to other people asynchronously so you feel connected but not really connected at the same time, all of these things inspired us when we were designing the system features for PS4.»
Whilst fans were more or less unanimous in their praise of the game's visuals, many felt the game to be a basic rehash of the NES games, with similar enemies, bosses and even level design littering the game from start to finish.
I'm not going to spoil any of the game's strange twists — but suffice it to say that the level and enemy design is based around an «everything but the kitchen sink» concept which would seem sloppy and desperate in a less entertaining and technically accomplished title (koff... Comic Jumper... koff), but here it just feels like the developers had so many great ideas that they couldn't bear to leave one out of the game.
Jobs» late game admission to his own design flaws is the perfect endgame to all of Sorkin's verbal acrobatics, impossibly making a largely feel - bad movie feel genuinely good.
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