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.