Sentences with phrase «gameplay concepts in»

Featuring a wealth of original and unique gameplay concepts in a beautifully crafted setting Backdrop is unlike any RPG or adventure you have played before.

Not exact matches

The Amazing Spider - Man tries very hard to emulate Batman Arkham City, but despite solid controls, especially the well - designed Web Rush, and a good amount of single - player gameplay, the open - world concept doesn't offer much else in the form of any kind of really challenging gameplay and engaging side - mission variety as its obvious inspiration, the award - winning Batman Arkham City.
Grand Theft Auto Online takes the fundamental Grand Theft Auto concepts of freedom, ambient activity and mission - based gameplay and makes them available to multiple players in a detailed and responsive online world.
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.
Hundreds of people work in the background on Monster Hunter, and I would never want to claim that it was [all] mine... [but] I work on the games from concept stage onwards to final stages of gameplay.
Beyond multiple playable characters, over 100 levels and secrets; Toolkitz Games has emphasised replay value in Magical Star Pillars» gameplay mechanics including unlockable extras such as concept art and behind - the - scenes development videos.
Since the gameplay from the original Fatal Frame revolved around using an in - game camera for hunting ghosts, the concept of using the 3DS camera within an augmented reality framework is actually a fourth - wall breaking stroke of genius.
Peace Walker constituted instead the main structure upon Kojima built Metal Gear Solid V: The Phantom Pain, being it the first game in the series to be more «open» in terms of gameplay and bringing in things such as the concept of mother base and troops training.
EA and DICE have just released first concept art of Star Wars: Battlefront and provided some details on gameplay, map scale / size, meeting fans expectations, first public reveal of Star Wars: Battlefront in Spring 2016 and more.
The core concept — stacking similar - colored blocks and waiting for a sweeping laser to clear your progress as a series of soundtracks and contrasting motifs blend in — is very much intact, but the new gameplay elements make this feel like a sequel in the sense that the 2006 numerical follow - up and copious reiterations weren't.
Combining Action - RPG elements with Tower Defense gameplay sounds like a marriage made in heaven and while Dungeon Defenders had its execution problems on the smaller iDevices, it proved that the concept can (and for some does) really work.
The basic gameplay concepts from the original game are also duplicated faithfully in the NES game.
The thing is, this game just seems dated in concept and gameplay; it's effects would probably have been far more profound if it released half a decade ago.
One of the scrapped concepts for FFXV DLC was a PSVR FPS title and, although the development team eventually settled upon the fishing angle (pun totally intended) and elected to release the game as a stand - alone experience rather than additional base game content, certain elements from the FPS prototype still managed to find their way into the core gameplay loop here in Monster of the Deep.
Score Rush Extended is built with this concept in mind and it provides some solid gameplay in the process but is there enough here to make it worth your quarters?
The game offers surprisingly deep gameplay for one that is so cartoonish in concept.
I've noticed this in U2 but they fixed it in U3 but then went back to repetitive gameplay mechanics and level concepts... I hope Naughty Dog retires the gem, They have nothing else to prove, Drake clearly has nothing left to prove.
Keep the same core gameplay concepts, reboot the roster, reboot the items, reboot the story, add in any elements that jump to mind.
An important point in Mr. Fujibayashi's game concept was to fill the vast game world with fun, multiplicative experiences using physics and chemistry gameplay, and this was difficult to achieve with The Wind Waker HD art style.
The pitch was professional, the concept art lovely and to top it off there was even gameplay footage, allowing potential backers to feel more secure in their decision to fund the game's development, since work clearly seemed to be under way.
I'm doing my masters on the concepts and gameplay of video games, I stay in contact with some developers and like any good gamer, I maintain a intellectual opinion and have considered and put forward many critiques of the games I play.
The stunning use of the open world concept in Xenoblade and protagonist focused gameplay, creates a grander feeling.
The key is that although the concept of this game and its steam - punk-esque technology would clearly be at home in the early 1990s, the gameplay itself feels polished and fresh.
Gravity Daze (Vita)-- Unique art style, amazing gameplay concept (gravity manipulation in a 3D Action / Adventure game) on a brand new system developed by one of my favorite developers (Siren team)?
Let's tackle the elephant in the room right now: Wreckateer shares its core gameplay concept with that Rovio game.
The game's concept is being able to cut anything at will, so being able to combine that with the gameplay and maintain a good balance, and have the player cut things in a way that felt natural and flow with the gameplay was a challenge both technically and mechanically.
It has been since Socom on Playstation that I had so much fun in an online game, it is truly a brilliant concept that is currently plagued by some performance issues, it is a Xbox Preview game after all, but the gameplay... the gameplay is a pure rush of adrenaline, funny moments and pure skill.
Although Chariot gets its share of challenging gameplay (those in need of a challenge will certainly find it), it's built around the concept of giving less - skilled players ways to get by.
Our idea for the series was simple: rework old school gaming concepts in beautiful high - definition visuals, while keeping the easy to learn, difficult to master gameplay that made us fall in love with games in the first place.
Niji takes that basic idea, adds some key elements (including multiplayer), and takes an already addictive concept to the next level, all in a visual style influenced by traditional Japanese art and at least one gameplay element that reminded me of playing Jet Grind Radio and Jet Set Radio Future.
It's a game that sums up an interesting concept in relatively simple but very engaging gameplay.
The decision to include a small selection of light puzzles came some way into planning for the project, by way of exploring a question that had been lingering in my mind: what effect would it have to take a purely exploratory concept (a la The Path, Dear Esther) and start slowly re-introducing gameplay elements?
The Blueprints Visual Scripting system in Unreal Engine is a complete gameplay scripting system based on the concept of using a node - based interface to create gameplay elements from within Unreal Editor.
In 2015, you need to show people gameplay, concept art isn't enough anymore.
The thing is, this game just seems dated in concept and gameplay; it's effects would probably have been far more profound if it released half a decade ago.
Nidhogg 2's gameplay follows a simple concept, with the game putting you in a one on one battle with another player as you both try to reach the opposite ends on a long vertical map, with the ultimate goal being to get eaten by a giant mythical worm.
To simplify the concept of dynamic gameplay, if a player takes out a band of highwaymen who have been raiding caravans, the stocks in a town's stores will start selling items that were not previously available because the caravans could not make it to town.
This concept allowed dynamic squad based combat in a simple format that didn't bog gameplay elements down in convoluted control mechanics.
We get to see some fantasy gameplay footage of Battle Sage Adventure in its current prototype / concept state (as far as we know).
But these concepts are hindered by the inherent flaws in the gameplay and don't detract from what is ultimately a repetitive fight filled with bad AI.
It packs the same high quality gameplay that Nintendo is known for and brings with it a unique creativity that is refreshing in this time of rehashed concepts.
A new trailer was released for upcoming persistent world online shooter Firefall, and while a lot of the footage being shown is of locations and concepts we've already seen in the larger ten minute gameplay trailer, our excitement for the game has been by no means diminished since the game's announcement, as there is clearly a lot of potential.
One of the scrapped concepts for FFXV DLC was a PSVR FPS title and, although the development team eventually settled upon the fishing angle (pun totally intended) and elected to release the game as a stand - alone experience rather than additional base game content, certain elements from the FPS prototype still managed to find their way into the core gameplay loop here in Monster of the Deep.
I participated in the alpha some months ago, and loved the look and gameplay concept.
[Another of the complex lectures from last week's GameFest in Seattle that's well worth recapping on GSW - thanks to Christian Nutt (notes) and Michael Zenke (write - up) for encapsulating some really interesting concepts on just how art direction and gameplay imperatives blend.]
Every concept brought forth in the one gameplay trailer we've seen so far is everything I could ever want in an open world game.
According to a transcript of the call, the end of the fiscal year will bring a new BioWare title featuring an entirely new IP with «new concepts, new gameplay mechanics, and new stories set in a unique new universe».
Not yet in alpha, it's being developed by a small team who are working on prototypes, designing concept art, composing soundscapes and developing core gameplay mechanics.
There are tons of unlockables in the form of production videos, concept art, and a short list of gameplay bonuses like hardcore mode and character skins added for replay value.
A cinematic opening, gameplay, concept art - anything that presents your game in a favorable light.
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