Sentences with phrase «game elements feels»

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 pElements 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 pelements 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).
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