However you go, it remains
a gameplay concept of skewed genius, simultaneously boosting the player's abilities and providing moments of breathtaking cinematic clout.
One has to wonder when
the gameplay concept of flinging a creature across an oddly shaped level in order to destroy other creatures who are minding their own business becomes stale.
For those who are new to the franchise, the underlying
gameplay concept of Guitar Hero is really a stroke of genius.
Not exact matches
Eat All The Things is one
of those games where the
concept matches perfectly with the
gameplay.
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.
Visual
Concepts took the best
of the league and get it to the game: the
gameplay is simply amazing, with lot
of freedom and stunning AI.
The
concept of Dark Void is great and the
gameplay generally works fine.
It has a lot
of cool
concepts, but its
gameplay mechanics are terrible, punkbuster is a pos, it has massive fps issues, and takes 10 mins to find a server that will let you connect to.
The
concept of the game is refreshing, the
gameplay is addictive, yet difficult enough to keep the length reasonable (unlike its sequel).
The reason we play this game is for the
gameplay and
concept and both
of those have been implemented Brilliantly.
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.
All things considered, I can kind
of give High Strangeness a halfhearted recommendation; the soundtrack is outstanding and there are some clever story and
gameplay concepts on display, just don't be surprised if the second half leaves you feeling low.
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.
This
gameplay has been tried a few times before — the action sequences
of Ghost Trick (Nintendo DS, iOS) come to mind — but I believe that the
concept has never been as fully refined as Harold «s footage demonstrates.
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.
Very simple
concept but amazingly addictive, the HD graphics are just so cute and clean, control is top class but is the
gameplay that will keep you there, for hours and hours
of joy, the game is not perfect (music is quite nice but very repetitive too) but at the incredible price
of 4,99 Euro it deserve a total «10» as a score, so much fun for the price, really.
Figment is not a point and click adventure game, but it certainly eschews a lot
of the same sensibilities and
gameplay concepts.
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.
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.
The intriguing
concept didn't have much to show for itself outside
of a sliver
of gameplay and the below
concept art, though this at least seems like an interesting direction to take the Gaiden series after the poor reaction to Ninja Gaiden 3.
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.
Konami has released a new Silent Hill: Book
of Memories
gameplay video detailing the
concept behind the upcoming top - down multiplayer spin - off for the the PlayStation Vita.
However, as it tends to happen, the brand was starting to grow stale with its button mashing
gameplay supplemented by a capture and siege based mission design which is why Koei Tecmo decided to take it off into a brand new direction by introducing the
concept of an open world Dynasty Warriors game.
That was the genesis
of the
gameplay ideas, which we paired with the thematic
concept: a group
of four agents who traverse the globe to exotic locations, chasing a volatile alien substance, Fuse.
8.25 — GameInformer: «Toad doesn't jump, he doesn't attack, and he doesn't make use
of any power ups (aside from a short - lived pickaxe) and yet Nintendo extracts more entertainment from this character's simple
gameplay concepts than I thought possible»
It is part
of and based on the Dragon Ball franchise from which its
gameplay has been derived from several different fighting games
concepts.
if it had an actual good
gameplay concept and mechanics behind it, i'd totally buy a game
of luigi making pizza.
It's true Monster Hunter: World throws a lot
of complex systems and
concepts at you throughout the duration
of playtime, and it's definitely not a pick - up - and - play game or a title for those who don't have the time necessary to sink into its very deep RPG systems — if you do, though, stick with it and you'll be rewarded with an endlessly complex and satisfying
gameplay loop
of exploring, hunting and crafting, whether solo or with a friendly squad.
Capcom's long - running Monster Hunter series has nailed the classic
concept of exploring new lands and defeating exotic beasts for rare rewards for the better part
of a decade, with its intense boss - battle style arenas and the promise
of bigger monsters and better gear forming an addictive
gameplay loop.
throws a lot
of complex systems and
concepts at you throughout the duration
of playtime, and it's definitely not a pick - up - and - play game or a title for those who don't have the time necessary to sink into its very deep RPG systems — if you do, though, stick with it and you'll be rewarded with an endlessly complex and satisfying
gameplay loop
of exploring, hunting and crafting, whether solo or with a friendly squad.
The first Act
of these remixed Zones is almost identical to their original counterparts while the second Acts are heavily altered versions
of older stages that introduce new
gameplay concepts and stay fresh while staying true to the original theme
of the Zones.
It takes the
concepts of Yoko Taro, known for his crazy but well written stories and characters, and then combines it with the action
gameplay that Platinum Games is known for to create a spectacular game that will be remembered for years to come.
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 think the
concept of the game is basically around the multiplayer potential
of the Nintendo Switch and even though the
gameplay goes back to the series» roots, the new addition
of multiplayer tries to freshen the experience a little here.
Today's Nintendo news: latest
gameplay video for the upcoming Octo Expansion for Splatoon 2, some pieces
of concept - art for Kirby Star Allies, two pages
of the official (promo) comic for Sushi Striker: The Way
of Sushido, latest Dev.
It blends a classic simple
gameplay with some complex
concepts of what makes a match.
First they plagiarize everything they can get their hands on, and rip - off the Simpson's entire
concept — and call it a TV show, and now they steal the entire platform and
gameplay of TSTO?
Igarashi: Well, the core
concept of Bloodstained is having that same
gameplay experience as games from the past.
Its combination
of various types
of analog styled
gameplay and Japanese role playing game conventions has proven to be an intriguing
concept, but is it enjoyable to play?
I know we've gotten a
gameplay trailer since then, but the fact remains that it's over two and a half years since the announcement and here we are getting excited over a few pieces
of concept art that aren't even direct feed... all because there's been so little shown.
We knew where we wanted to go with the story and already had a lot
of gameplay prototypes and new
concept we had previously brainstormed.»
The trailer, official word on
gameplay deets and two pieces
of concept art below will give a glimpse into what to expect:
«By creating a game built around the central
concept of co-op
gameplay, we're expanding the series to new audiences without compromising the rich lore and fantasy
of the Sacred universe,» is what Remy van Leeuwen, Brand Manager
of Deep Silver, had to say about this focus on co-op.
We'll be going into the details behind some
of the
gameplay, posting a bunch
of the
concept art we haven't released before, and showcasing the great content the community is creating.»
Do you come up with 10 new
gameplay trailer
concepts before you get out
of bed?
Sundered, an upcoming title from the creators
of Jotun, takes this
concept and applies it to
gameplay.
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.
«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.