It is perhaps the moment when
I felt like the gameplay comes together in the perfect way to offer you the chance to survive with what you have learned so far.
I feel like gameplay wise they haven't really added much to the core gameplay since... DMC even.
I certainly agree with the list you made about what made Amnesia
feel like the gameplay was better (especially the sanity system, but also for me just having an inventory was very important and it was the first thing that completely put me off a machine for pigs).
The rate at which the game introduces new mechanics is brilliantly well - done, as it never lets an existing mechanic feel old, and I never
felt like a gameplay concept wasn't explored fully enough.
I was even thinking about leaving this blank because, well, do I really need to explain why
I feel like gameplay in Quantic Dream games sucks?
Beyond that, it's just a pity that the game isn't making its way to the PlayStation Vita, despite
feeling like its gameplay and style would be well suited to the handheld.
Also, by the time you get to the last few villages
I felt like the gameplay became a bit repetitive, though the challenge keeps a steady pace.
Not exact matches
Deny it all you want but since Fabregas left Arsenal our frre flowing football has really declined.It
feels like am the only one who thinks we lack real penetration and ideas in the final third of opponents.Also in 14/15 sesson I lost count of our misplaced passes and poor
gameplay overall.We've been very very poor in our passing game for some seasons now.For a game
like this to work you need players whonhold the ball very well and are possession efficient.Look at the Arsenal starting lineup and compare it to that of years back and you'll know what I mean.We have very few possession efficient players which is causing this problem.We don't have many players who can actually hold the ball and play the ball.That's what differentiates us from the top passing teams.
It's visually gorgeous, its
gameplay is exceptionally smooth, and playing the decades - long Association mode
feels like building a civilization.
Track design is unimaginative, the cars look
like they're made of plastic, it's not fast, and the
gameplay structure
feels clumsy and unfinished.
I am a huge fan of the original Prince of Persia trilogy, and when I heard about this game I was a little worried that they would change to much of what made the original games great, and I was right, the
gameplay has been completely destroyed, platforming is awkward do to too may actions being mapped to the same buttons, combat is tedious and unenjoyable, it's EXTREMELY repetitive, having to search around for light seeds just to advance the plot is stupid, and do to the fact that you can't really die the whole game just
feels like trial and error, and the new Prince character is completely unlikeable, while they messed up most of the game it's got some good things going for it, the voice acting is solid, the graphics are beautiful, and the ending does have interested in seeing where the story goes from here, but I'm not sure if I want to pick up the next game they come out with, this was a huge disappointment and isn't worthy to bear the Prince of Persia name.
Rising Storm 2,
like its predecessors, is a tight, realistic multiplayer shooter with a robust community of players and balanced asymmetrical
gameplay that
feels fair.
It
feels like an early alpha version where the
gameplay hasn't been tested yet, bugs haven't been fixed and everything looks unpolished.
I
felt like the controls and
gameplay were fine.
A bit of a let down and
feels like a step backwards in terms of
gameplay as the game itself is little more than one massive scavenger hunt with most of the storyline progressing through bland, boring cut - scenes.
Downwell truly
feels like a classic NES game both in aesthetics and in difficulty, which paired with incredibly addictive
gameplay makes the under $ 5 Downwell at least worth giving a try.
With a few hours of
gameplay it's long enough to be not only a tutorial but it just
feels like a corridor you
The online and offline competition,
gameplay enhancements and presentation will make you
feel like you're in an actual tournament, and Story of Qualifying will put your skills to the test.
Great game, beautiful graphics and animations, and megaman x (ish)
gameplay to make it even better, the only thing i didn't
like was the unnecessary paid dlc, because the game itself is not that long and the paid dlc are part of the «start your adventure» menu, it
feels like the game is incomplete if you don't pay the extra money (the one available is 9.
Building decks is fun and can be strategic (again, you better get good draws because the CPU always will), I love the card shop (even though it can be limiting at times) and the
gameplay does
feel like a CCG.
The game is empty and boring, it tries to be an open world gamebut it's pretty linear and it lacks of a decent
gameplay, unfortunately it's another interactive movie, it
feels like you're watching a movie instead of playing a game, it tried to be a witcher 3 / zelda wannabe but it comes no where close to any of them, the onlything this game brings is graphics and nothing else.
The
gameplay itself is fine but with little to do it will
feel like so much more could have been added maybe even a short story mode which SoulCalibur usually prides itself on.
The inclusion of the ground sections makes it
feel like Dark Void wasn't confident enough about the jetpack to really drive the
gameplay with its use.
The game is really fun, the rogue -
like gameplay is actually very exciting and
feels fairly polished.
The
gameplay was so much fun to me, teleporting and assassinating in this game made me
feel like a badass.
It's the sort of experience that people are going to be talking about for months to come, with a story that hits you right in the
feels and smooth, beautifully staged
gameplay that clicks immediately
like a familiar, old friend.
This game
feels like indie version of heroes, but
gameplay is broken at this state.
The
gameplay is where the game does great, and it may not
feel like the old valkyria games, but if you take off the nostalgia glasses,
In some ways, Dead Island: Riptide
feels like a massive content patch, but considering its smarter pacing and greater visual and
gameplay variety, it's closer to what the original game probably should have been.
Hence,
gameplay feels like an arcade puzzle game or an IQ - test.
And the plot also sucks, it is simply running around, shooting P.M.Cs and run n gun again,
feels a lot
like a CoD third person
gameplay video.
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.
From a
gameplay experience this
feels like a greatly refined version of the last few titles, with a boost in presentation to push the franchise even further.
My final points is that its just not good and even the
gameplay feels like a sloppy mess now lets talk about the multiplayer.
Street Fighter IV, in all its greatness,
feels like you're fighting in mud, as its
gameplay is so darn slow, as well as the fighting moves.
The same can be said for Street Fighter V, which certainly sped things up, but still
felt like it carried over the same type of
gameplay.
Audio compliments the graphics and
gameplay which
feels like you are part of something bigger.
Pros: + Great
gameplay Mechanics + Good mix of characters and classes + Monsters
feel powerful and scary Cons: - Lack of solo campaign - No local multiplayer - Additional game modes
feel like an after thought
Nioh moves Souls -
like games into their own genre by expanding the vocabulary of combat mechanics and
gameplay systems while keeping a structure, flow, and
feel that align with From's signature games.
While the moment to moment
gameplay is exciting, it stills
feels like a stitched together chimera of ideas that never really combine into anything unique.
The scripted action sequences and heavy focus on story over
gameplay made the game
feel like «Call of DOOM.»
The touch controls work well and
feel like an expansion of the DS version of 999 here with the ability to swap between the two different
gameplay modes.
This may not seem
like a lot, but considering that time is purely
gameplay, it
feels a lot longer than it is.
It's a fun concept and adds a level of intensity to the
gameplay that would be sorely missed otherwise, but it doesn't
feel nearly as inventive as something
like Cappy in Super Mario Odyssey.
Thanks to the prevalence of spellcasters and mounted units, Fire Emblem: Warriors
feels like one of the most
gameplay - diverse entries to bear the Warriors» moniker.
It would be great to see more narrative woven into the
gameplay, or maybe even just eliminate it all together — right now what's there
feels like a novel distraction.
These stat boosts don't
feel like they have an impact on
gameplay.
It had a much more coherent
feel, and it helps to make the jetpack seem less
like a novelty and more
like a real asset to the
gameplay.
With over 1,000 puzzles from show writers and a variety of
gameplay modes, you will
feel like a real contestant!
Unfortunately, the lackluster
gameplay keeps that depth from shining through and, as a result, you have a campaign that
feels like the same one you ran through 10 years ago with the same characters and the same style of combat and
feeling of glory — all with a new $ 39.99 price tag.