While I still respect the concept and
gameplay at the core, this superfluous follow - up stretches the definition of what a sequel is, and the majority of what it changes isn't great.
The Sonic Boom titles deliver totally different experiences than previous Sonic games with collaborative
gameplay at their core, all while featuring the traditional element of Sonic and his adventures — SPEED.
With beautiful maps and strong shooting
gameplay at its core, there was potential for this experience to be fantastic.
«With meaningful, seamless co-op
gameplay at its core and explosive new tag - team features, gamers will have to work together tactically and strategically as they push through a city dominated by one of Mexico's deadliest drug cartels.»
While
the gameplay at its core still felt like a typical anime - based game, the combat and mechanics were surprisingly enjoyable.
Sonic Boom (WiiU / 3DS): Serving as a prequel to the stories revealed in the TV series, Sonic Boom delivers a new Sonic experiences with collaborative
gameplay at its core.
It is truly a cinematic game mode that features great
gameplay at its core.
This is traditional Pac - Man
gameplay at its core, but with a twist that will keep you playing for hours.
Not exact matches
Aqua Kitty UDX may have an unusual premise but its
core gameplay is still that of a 2D arcade - style shooter and one which does a satisfying job
at that.
The
core gameplay loop of improving your inmate and finding materials and resources to escape is really engaging, even if it can be remarkably boring
at times.
Collecting these different abilities is the
core gameplay loop, and WayForward did a great job
at constantly introducing new mechanics for the player to learn over time.
There is a good
core of solid
gameplay ideas and control physics
at the center of «NBA ShootOut 2001», but you have to live with outdated - beyond - its - time graphics to enjoy them.
They're both fantasy and all that - but they're very different
at their
cores, especially in terms of
gameplay.
The
core gameplay is enjoyable
at first but it starts to feel shallow upon repeated playthroughs.
The
core gameplay at work in City of Brass is a give - and - take rhythm between your whip and blade.
Either way you look
at it, it's safe to say that Metal Gear Solid 2 was the last classic - style entry when it comes to
core gameplay and it did a fantastic job of perfecting every aspect of it.
It might not be as pretty to look
at, neither it offers the kind of visual leap that most fans were expecting from a current generation release, but it is hard to fault the
gameplay here which is solid to its
core.
Smaller nods like these show respect for the series
at a
core level, and this respect is emphasized further through the more squad - centric
gameplay.
At its
core it is a tower defence game, but it ladels in construction, brawling, and even physics destruction elements in its
gameplay stew.
There's a lot to unlock here, and while it is complex
at times, the main
core gameplay is as simple as can be, which is what makes it so addicting to play.
At the
core of Middle - earth: Shadow of War there is
gameplay that's not hugely different from the game's predecessor, Shadow of Mordor, which itself wasn't that different from the Arkham and Assassin's Creed games that inspired it.
The
core gameplay to Grim Dawn should feel familiar to those that have played
at least one previous entry in the action RPG genre: click on enemies to kill them, pick up loot and shiny new gear to kill them faster, and repeat as damage and stats on gear increase as the cycle begins anew.
The audio and visuals get boring fast, but
at its
core Disc Jam has addictive, solid
gameplay, and with competitive cross-platform play, it's definitely worth a crack if you like the idea and want a break from Rocket League.
Graphics are great and the
core gameplay loop is fun, but having 4 characters on screen
at once is too much and far too chaotic to see what you're doing.
At its
core, the game was fun, with interesting level designs and fairly solid
gameplay.
The
core gameplay loop in Extinction involves either rescuing braindead civilians huddling around teleportation stones, killing small fry enemies, or lopping off Ravenii limbs to power up Avil's sword with rune energy before hopping up onto their necks and decapitating the buggers —
at which point all the stored rune energy is spent and Avil has to go charge it back up again before he's able to kill another giant.
Over the past year we've seen several games achieve big success, despite focusing their
core gameplay aspects around overly basic and simplistic mechanics, before mixing in some vibrant colours for good measure — INK, Splasher, I'm looking
at you.
Pac - Man Championship Edition 2 Plus is a fantastic evolution of the
core Pac - Man formula, delivering addictive
gameplay at blistering speeds.
When we looked
at Power Hover [$ 3.99] back in December of last year in our review, we were generally impressed by the fun arcade style hover - board action and beautiful cel - shaded visuals, even if there wasn't that much derivation from the enjoyable
core gameplay at its heart.
Users will experience faster web browsing and smoother
gameplay compared with single -
core processors running
at the same speed as well as instantaneous touch response and seamless multitasking between applications.
At its
core it's a puzzle game, one filled with incredibly rewarding and tense
gameplay.
To be entirely fair to Team 17, however, it's still nice to actually have the option of different classes in the game, and while they're not implemented as well as I would have liked and don't change the
core gameplay as much as they should, they do
at least bring a little more customisation to the game.
A simple platformer
at its
core, Limbo's
gameplay is bolstered by perils that hit a deep vein of discomfort, what with the giant spiders and unstoppable buzzsaws.
At its
core, Street Fighter
gameplay revolves around tactical, one - on - one combat.
Gameplay: 8
At its
core this is another LEGO game, but with enough additions and tweaks to keep fans happy.
- the developers» main goal was to break conventions, but they weren't sure how far they should go to do so - they took a look
at what was
core to Zelda games, and decided it was the sense of relief you feel after solving a puzzle - they tried to fix the parts of puzzle - solving people found boring while keeping the interesting parts intact - they wanted people to think outside the box - there are multiple ways to approach / solve puzzles and
gameplay challenges - anyone who plays the intro will find a way to enjoy the story naturally - NPCs do have things the want you to do, but don't bug you about it, and you can ignore them if you want - some of the bosses are hidden in plain sight - the Sheikah tribe are key to the story, as is Zelda's blue tunic
On the one hand it's a testament to just how damn good Modern Warfare was that it's
core gameplay is still
at the top of the FPS pile, but on the other it's just another sign that indicates unwillingness to change overly much.
It is a nice look
at the
core gameplay you would expect from a western, and you really get a feel for the hyper - realistic style.
As you may expect, Capcom will also thrown in the usual character and
gameplay balance tweaks for this version as well, while still maintaining the same essence of the game
at its
core, so be prepared to either whine and complain if your favorite character got the nerf, or jump in joy if they finally get something that will make them competitive.
«From its original conception to its near - final release, Candleman has captivated players
at all stages of development with a simple
core concept and tight platforming
gameplay amid the darkness,» remarked Gao Ming, creator of Candleman.
It all comes down to how much fun you find the
core gameplay — the point - and - click clue - searching is something that will give fans of the genre a lot to like; as for myself, I found it to be tedious
at times, and I had to sometimes force myself to push onward even as my frustration grew.
The expectation is that it's too late
at this stage to make fundamental changes to the
core gameplay, and again it's perfectly acceptable to be selling the game
at this stage if devs are up - front about it.
I'd much rather develop in secret for several years and then have a big surprise announcement when the game is ready to show to the public, when it's polished enough that the press might take it seriously, or
at least when the
core gameplay is all in place so we can act on feedback immediately.
New
gameplay features will be implemented into ARMORED
CORE: VERDICT DAY to ensure that players who choose to play alone will be able to create and recruit a squad of A.I. controlled mechs and enjoy the robust feature sets of co-op and multiplayer modes while new matchmaking system ensures that players will always find battles
at a moment's notice.
Human tenacity in pecking
at a red button in anticipation of a fairly capricious outcome, especially when satisfaction over a favourable outcome is closely tied to planning and preceding time investment, can be a solid
core to build basic
gameplay loops on.
The
core gameplay as excellent as it is, has virtually not changed
at all.
Our reviewer said, «Exploration and puzzle solving, physically and spiritually, is
at the
core of Rime's
gameplay experience and both elements are offered up in spades.
The
core gameplay takes place
at your assigned workstation; however, you also have access to the staffroom before and after a shift.
In this episode of «Inside DICE»,
Core Gameplay Designer Alan Kertz returns with an in - depth look
at how we balance and rebalance the game after launch.
When we looked
at Power Hover [$ 3.99] back in December of last year in our review, we were generally impressed by the fun arcade style hover - board action and beautiful cel - shaded visuals, even if there wasn't that much derivation from the enjoyable
core gameplay at its heart.