Not exact matches
It is the guy who
feels Wilshere must be accommodated in each
game as long as he is match fit, at roles that force other players out of their
element — take a case study — Can you ask Welbeck to play in Defense?
We have an
element of apprehension in almost all our
games where as fans, we are nearly expecting the part in the
game where something goes terribly wrong and I personally am sick of that
feeling.
This episode also brings more puzzle
elements than before, making it
feel more like a traditional adventure
game than an interactive graphic novel.
An interesting genre mix of Quest for Infamy comes with a lot of interesting
elements bringing a
feel into the
game you may decide freely as well as fulfill your goals differently.
So when Level 5 takes these cumbersome
elements and drops them into a single
game, we end up playing something that
feels half - hearted.
The developers stuck with the progress they made in recent years — aspects hardcore football fans appreciate like penalties and accuracy mattering for quarterbacks — while adding an
element of unpredictability that makes the
game feel much more like the actual sport.
Dunwall is an amazing place in terms of the way it incorporates
elements of steampunk with a victorian
feel and setting a pace that wouldn't normally suit a 1st person action
game but it just flows so well and the artwork on the characters is stunning but sadly let down by a bit of collision detection which is hard to ignore, combine all this with a satisfying story you get a really decent
game with plenty to get stuck into.
The
game is full of charm and the visuals are absolutely beautiful, but the «use stickers to attack» gameplay lacks any kind of depth, making this
game feel very stale and not as fun as it could be if it had the RPG
elements of the previous
games.
The
game plays well on the PS4 but some of the UI
elements feel like they are upscaled and not rendered in native HD resolution, which looks odd next to the crisp clear artwork.
These
elements are supposed to represent the style of music available in each of the songs that appear here and it makes your progression through the
game feel a little more involved than simply selecting the next song from a huge playlist.
Hall adds some late -
game genre
elements that
feel forced, but ends on a note of resolution — Schumann finally meeting with the wounded comrade (Scott Haze) he carried from the field, leading to a burden he couldn't put down.
However, this is no mere re-skinning of their previous
games, and just as with Hyrule Warriors they've seen fit to bring in a huge number of
elements from the Fire Emblem universe, making it
feel like it truly belongs.
It wasn't exactly a very good
game, but that didn't matter, because despite couching itself in familiar design
elements, it still
felt like something excitingly unfamiliar; otherworldly, even.
The RPG
elements of the
game really do hold it back, as they
feel under developed and tacked on, but the solid fighting mechanics and the ability to create something unique is a great draw that may keep me coming back just to be able to go Super Saiyan.
They are also
elements that, in a 2013, relatively affordable mobile
game, would
feel perfectly acceptable, but on a
game released on a major console in 2017, it's a bit harder to swallow... and yet, lo and behold, despite those apparently big complaints... Oceanhorn still manages to remain surprisingly addictive.
But while the core gameplay of the series is preserved, the
game has stripped even more metroidvania
elements away, leaving a
game that's structured more like Castlevania Dracula X: Rondo of Blood, while still loading levels with a tone of secrets, making it also
feel more like Mega Man X.
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.
I think it's pretty, but it doesn't really
feel like Castlevania at all, the combat never
felt as refined as it should have been, and the whole thing just comes across like a soulless attempt to graft gameplay
elements from other popular franchises onto this
game.
As to what these
elements are, Hayashi said there's not just one thing that makes a Zelda
game, but that he
felt certain things were «required», including the little animation when you open a treasure chest.
I have to say that I was very intrigued by the story and that was a great
element, but also the unique
feel of Kameo also truly helped keep this
game interesting.
Visually Kameo:
Elements of Power has a lot of great elements that help make this game feel more like it was made for the next generation and not the p
Elements of Power has a lot of great
elements that help make this game feel more like it was made for the next generation and not the p
elements that help make this
game feel more like it was made for the next generation and not the previous.
I could not help but
feel like other than a few shiny
elements, I was playing the same
game I've played year after year after year.
Exploration that requires planning and unlocking new characters is paired with a time limit
element very reminiscent of Majora's Mask that makes the
game feel more urgent.
so why spend time making multiplayer
elements for a
game that really would only
feel tacked on compared to just solely focusing on making a great single player experience.
And, this can't be stressed enough, not only has Guerrilla crafted a fantastic looking
game, but the mixture of familiar open - world gameplay
elements as well as the
game's new and unique world and story make it
feel both exciting and refreshing.
Much of the scenery and action / adventure
elements that make the video
game series standout are prevalent throughout the film, and it makes it
feel like a video
game in a good way.
Although there's a way to extend the boss battle countdown timer, both the roguelike and timer aspects of The Swords of Ditto - undeniably the two hooks that make the
game unique -
feel slightly at odds with the traditional RPG
elements.
This
game updates the
elements of the Devil May formula — combat flow, maximizing a moveset in a personalized way and slashing around biblically influenced lore — to make it
feel like it belongs in the present day.
Gameplay has never
felt this smooth in an Uncharted
game before, from more precise shooting to slicker - than - ever climbing, the
game lets the player go through a flow of different gameplay
elements that often have to be used together in a sequence in order to advance in -
game.
The battle system is active, but again there is an
element of slow methodicalism that gives the battles a sort of fighting
game feel.
If anything I want to hop back in to find all the story
elements I missed the first time around, which weren't that many, and not enough to make me
feel like I might have skipped some story material, but more to make sure I experienced everything this
game had to offer.
Per my own example I
feel more incline to say though SK borrows small gaming
elements from multiple
games it doesn't take all their inspiration from one source, like a movie - to -
game does.
I've never played a Star Fox
game so even if there's a lot of star fox 64
elements they'll
feel new to me, plus I'm one of the few people that actually loves motion controls overall and I think the cockpit idea on the gamepad is quite interesting to say at least.
Red Dead Redemption had very satisfying combat, truly bestowing the
feeling of being a gunslinger in the wild west, but one
element of the
game brought this down somewhat.
Recently Retro president Michael Kelbaugh and Nintendo's Kensuke Tanabe and Risa Tabata discussed what a Metroid
game could
feel like on the Wii U, incorporating
elements of gameplay into the GamePad's touchscreen.
In some ways this lack of change is a little unfortunate, as
elements that
felt cumbersome in the older
games, such as the narrow corridors that made the rest of your party essentially useless, don't appear to have been altered, despite their flaws.
Rogue Warrior tries to mix things up with a few other
elements, such as lights you can shoot out to darken rooms, night - vision goggles, and a basic cover system, but these
elements seem out of place and make the
game feel like a poor man's Rainbow Six.
By trimming the fat Ubisoft have sidestepped a lot of the issues that plague their open world
games, and progression and discovery both
feel much more dynamic and natural here; the combat and other gameplay
elements may remain essentially the same but when they're as tight and polished they are here, then hey, who's complaining?
C.J.: I have a
feeling The Imitation
Game will probably take this one because it has the prestige
element behind its back, but Theory of Everything has been gaining a lot of momentum.
The puzzle
elements are not exactly the strongest point in the
game, and the tedious cursor controls just make them
feel tacked on.
Depth is an
element of MMOs that players need to
feel immersed and involved in their
game of choice.
While the
game may not be graphically impressive, and there may be a few gameplay
elements such as the timer that I'm not a big fan of, I
feel that the boss battles themselves will be worth the price of admission.
Even though Momodora: RUM has a lot of gameplay
elements that are working in its favor, it
feels as though the
game is just checking boxes in the «How to make a
game» rubric.
At first glance, this looks and
feels a lot like a Diablo
game with the isometric view and co-operative
elements.
For reference, I thought a
game that combined
elements from these two series very well while remaining to
feel completely original was Apotheon.
The
game element in the online learning module i.e. the crossword puzzle ensures that learners do not
feel the «heat» of learning and remain actively engaged in the learning process.
As it turns out, slapping points and badges on an eLearning course or cloning «Jeopardy» does not equate to a meaningful game.If you want to make serious
games viable in your organization, you must combine a deep understanding of the ways
games create a
feeling of «fun» for players with a working knowledge of the essential
elements required for learning.
«Think of the engaging
elements of why people play
games — it's not just for the points — it's for the sense of engagement, immediate feedback,
feeling of accomplishment, and success of striving against a challenge and overcoming it.
They include music, animation and other interactive
elements that make reading a book
feel like playing a video
game.
Inputting various swipes in Virtua Tennis 4 was a bit confusing (you really don't know what
elements you can and can't touch) and
felt gimmicky, while building levels in Sound Shapes
felt more like an iPhone or Android
game (graphics included).