Sentences with phrase «game story cutscenes»

We also get a look at some of their unique abilities in the game itself, along with some in - game story cutscenes.

Not exact matches

Even these games have an hour or more of cutscenes in the games to help tell the story.
It tells an interesting story with intriguing characters and the presentation quality from the in - game visuals, cutscenes, soundtrack, even the menus, are masterfully done.
The most overrated game I have seen In my life, tell me what is the most important thing in a videogame, yeah the story is very important and this game has a good one but the story is not the most important thing is the gameplay wich this game has not, the «gameplay» if i can call it that is a bunch of QTE and interactive cutscenes and point and click stuff and like I said the story is really good but the gameplay kills it you just move your cursor and watch things happen.
In this way it's a game of compelling opposites; cutscenes infiltrate the great gameplay, fourth - wall hammering innovations subvert the dominance of the sweeping story, and even though the game ends the tale of Solid Snake with such bold finality, I expect nothing more than his triumphant return.
It would take me far too long to explain everything that is wrong with this game, but to name a few: story mode is ridiculously short and incredibly easy, graphics randomly pop in and out, the touch screen is highly unintuitive during a firefight, and cutscenes are UNSKIPPABLE (this one is just nonsensical).
I remember FarCry 3 being the first game where I didn't skip the cutscenes because the story and the characters were actually that good, I tried to avoid skipping any in this game as well, but some of them are just extremely boring.
And I like that the alternate endings and the way the story plays out depends on your actions in the gameplay itself rather than just pressing one button or another in a cutscenes like in other games.
When asked if such scenes are necessary in games, Kojima responded in the affirmative, saying that in the case of The Phantom Pain, the torture cutscene is emotionally important for the story he's trying to tell.
The three web commercials below show gameplay footage from the game, along with some story cutscenes.
The game features full voice acting, which is surprisingly VERY well done, and the story transitions through comic - book style cutscenes.
The opening moments of the story are cutscene laden with little to no action and they all go in detail to setup the backstory and characters for the game.
The issue here is that the story is not that great and when the game presents cutscenes after cutscenes, and most of which include dialogue that attempts to portray a serious story, it just doesn't end up as a fun experience.
This is coupled with story cutscenes that sometime outstay their welcome and the pacing of the game feels off at times.
A New Trailer for Capcom's Monster Hunter Stories has emerged which shows various cutscenes for the game including the storyline... View Article
It's a shame there isn't a lick of voice acting (especially noticeable during story driven cutscenes) as it's the only strike I'd afford the game's otherwise fantastic sound design.
The game is chock - full of per - rendered and animated manga cutscenes with fully - voiced character conversations to flesh out the story of each level.
Despite its arcade roots, Namco Bandai are attempting to rebrand the image of story mode in fighting games, featuring one with epic battles and cutscenes that seamlessly transition to gameplay.
Unlike individual figures, which are simply dropped in to allow the use of their character, playsets are basically Disney Infinity's «games», complete with stories, cutscenes, etc..
The game does contain a story and as you complete certain speedlists or challenges, these create some fun faux social media moments which helps progress the storyline which serves as a nice cutscene.
You still get the same story and all of the same cutscenes from the game but subtract the open world and just think of it as a straight linear Lego game.
To compliment the combat, the game has various cutscenes and amusing dialogue to progress the story which is equally as clichéd as the characters but that's what this series is all about.
The cinematic opening and the CG story cutscene that starts off the game are truly gorgeous, and I wish that the style shown in them had been implemented throughout the game's other cutscenes, but being able to see the character I created take part in later story - focused cutscenes was a welcome trade - off, especially since they were still smoothly animated and well done.
Shadows of Valentia is the first Fire Emblem game to have full voice - acting for all main story cutscenes, support conversations and even on - field battle cries.
So often you aren't presented with this option until after the opening cutscene that introduces the story or premise of a game.
The game doesn't shy away from showing cutscenes that advance the story and they often look gorgeous and feature detailed character models that are not seen during actual gameplay.
To clarify, I love story - driven games, I like cutscenes, voice acting, etc..
Unfortunately after having played the game, I find it hard to recommend it considering how repetitive the combat can get, and how inconsistent the visuals end up in term of presentation and the story cutscenes.
Also, while playing as Jason, the game's story is told through an intriguing mix of cutscenes and overheard conversations that gradually pull back the veil on the Restoration's sinister plans.
Other than the occasional base defense, most of the quest design in the game has you merely running from one place to another to grab an item or throw a switch, then moving on to the next area to do the same thing, with occasional poorly produced and dramatically bankrupt cutscenes punctuating the events of the story, such as it is.
The game doesn't create anything in terms of story, but rather recreates it with cutscenes lifted directly from the movie.
Cutscenes are cleanly rendered as well and help drive the game's story mode in a compelling manner while telling a story that's unique while also familiar to fans of Zelda.
One of the most controversial aspects of Dead Rising 4 was the removal of the series» beloved 72 - Hour Mode, where the player would have to race to do as much as they could in 72 in - game hours in order to get the best ending, in favor of a generic, linear story with interspersed cutscenes and no variation.
The game features a story that is mildly entertaining but the most impressive part of it is the amount of work put into the cinematic cutscenes.
The game has only a little holding it back with some cheap cutscenes and short story length but it makes up for it by giving you all of the same things that Far Cry 3 did in an equal and sometimes better package.
A New Trailer for Capcom's Monster Hunter Stories has emerged which shows various cutscenes for the game including the storyline and battle scenes and also riding on top of various monsters to traverse over dangerous terrain.
Kojima Productions is making the cutscenes, at least partially, but as Kojima isn't in charge of the script, I don't expect the story to be on par with the canon MGS games.
While there are a few twists and turns, and a handful of aggressively lengthy cutscenes, plot is decidedly not the focus of Xenoblade Chronicles X. Rather than forcing you through a set of linear plot beats, the game lets you decide when to take on any given story progression mission for the chapter you're on.
As someone who has yet to take a look at the series, I found the story and the cutscenes to be really interesting and after playing the game, I was interested in reading more about it.
The game also features a short story mode called «The Mishima Saga» that is full of cutscenes explaining the backstory and rivalry of Kazuya and Heihachi.
The game is divided in chapters and each mission offers multiple cutscenes advancing the story.
The story cutscenes are beautifully directed and take advantage of the game's fantastic cast of characters.
The game's questionable «story mode» however is terrible, badly acted and perpetuated with cutscene artwork which is, frankly, shit.
There are very few cutscenes to speak of, and it is up to the player to piece the game's story together through the various snippets of newspapers you read at the end of each level.
After the jump, Kojima talks about his «strong urges» to create a non-MGS title as well as express his «regret» over putting all the story telling elements in the cutscenes and his ideas about how he can change storytelling in video games
Battlefield 1 just released and this guy has already compiled a walkthrough video featuring all the cutscenes from the story mode of the game.
Graphics-wise, 1001 Spikes looks like a NES game, and even has Ninja Gaiden - like 8 - bit cutscenes that tell the story.
Atlus have also released a new story trailer which shows off more of the gameplay, cutscenes and general themes of the game.
- the developers had to find way to convey the story in a way that didn't restrict players» freedom - they came up with this system of «watching a cutscene = Link regains a lost memory» - when you're gathering those «Memories», the cutscenes are shown without any context - this makes you wonder what happened (especially if you haven't seen them all)- a great advantage of that Memories system is that you can rewatch the cutscenes at any time, as many times as you want - the Sheikah Slate conveniently lists them in chronological order - Princess Zelda has two main roles in the game - The Princess who Seals (Zelda's traditional role, as seen in previous Zelda games)- The Princess who Researches (ways to stop Calamity Ganon, Zelda's new role)- taking those two roles into consideration, the image of «The Princess that can not use her sealing powers» was born.
Old school Sonic games had a story, but since there were no cutscenes, nobody gave a crap about it.
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