Not exact matches
The Quark combo system is a clever and intuitive
gameplay mechanic, which is sadly let down by basic
design issues.
The biggest
issues with the game lie in the archaic
gameplay design and the overly complicated controls.
With its humorous writing, nice level
design, smooth
gameplay and multiple references to classic games, Rad Rodgers: World One is a title that fans of the genre will surely enjoy, despite its lack of true innovation, short length and some performance
issues on less powerful system configurations.
It only would have needed some small
gameplay design tweeks and some technical
issues resolved to have been perfect... in fact, out of the 8 Silent Hill games, I would rank Downpour in my top 3; if you haven't checked it out yet, Downpour is definitely worth a playthrough.
The protracted thirteen year development period behind Nioh was one fraught with
design and
gameplay issues, with the game undergoing a complete overhaul on more than one occasion.
The game features genuinely creepy atmosphere even though it has some
design issues with its
gameplay that might lead to some frustrating moments, it still remains one of the most frightening game that I have played this year.
While there are occasional graphical
issues and minor
design flaws, they do not impair the
gameplay, or the atmosphere created by the events that place.
I'm not going to pretend this game is some amazing example of mindblowing
design or
gameplay or anything, and there are some
issues; there are no difficulty modes, and there is no real point of replaying the game outside of the intrinsic enjoyment.
+ Cool graphics and
design + Catchy music + Usually smooth
gameplay - No difficulty curve - Technical
issues - Very limited lives
Children of Arkham has surpassed its predecessor in terms of story,
design, and less
gameplay issues.
In the first article, I tried to convey the difference between 2D and 3D fighting games in terms of common game
design issues and
gameplay differences.
The graphics are really fun and colorful, the map
designs are a child's playground, and the vehicle
designs are fun and unique covering all the bases from sporty cars, to beefy monster trucks, including tanks and emergency services, everything is well
designed,
gameplay is smooth, controls are probably a little too sensitive or laggy, oversteer is definitely an
issue.
This pattern of female sidekicks who serve more as
gameplay devices, door openers, and ego boosts than as people is a
design approach rooted in the idea of games as power fantasy; players get to feel powerful and important, sometimes
issuing orders that are obeyed without hesitation or doubt, sometimes being told that they're doing a great job.
Star Wars Battlefront II is a visually beautiful game but is plagued by some very confusing
design choices and
gameplay issues that overshadow its gorgeous environments, sound
design, and cool fan service.
Unfortunately, when all of the
issues stack up — the snail's pace
gameplay, the graveyard - quiet servers, the small player base, the not - very - good server connections, the flat and lifeless sound
design, and the futility of trying to play a squad - based game when most people just want to go for kills — it makes it kind of hard to recommend Verdun on Xbox One.
While there's definitely some performance
issues and a couple of odd
design choices, I honestly believe that the
gameplay systems and the way they interact with each other while creating the story, more than make up for any janky
issues.
It all comes together and works fairly well despite the
gameplay issues I mentioned earlier, but the novelty unfortunately starts to wear off half way through the game and the level
design and puzzles start to become repetitive and lose their appeal.
The biggest
issues with the game lie in the archaic
gameplay design and the overly complicated controls.
• Follow the level
design pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on d
design pipeline from «pen & paper» game
designs to implement spectacular character based levels and ultra-fun
gameplay mechanics • Work closely with level layout artists to identify level assets and
gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain
gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and
gameplay tuning • Contribute to general game
design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on d
design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing
gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of
gameplay entities and events • Creatively resolve
gameplay and production
issues • Meet production schedules and deadlines • Collaborate with
Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on d
Design team to define and refine
gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on details
While the physics
issues aren't as apparent in puzzle sequences, since the game was clearly
designed for them, you're still playing a platformer, and a missed jump at the wrong time means a restart from the checkpoint... and this can get extremely frustrating, because while the puzzles themselves are clever and fun, the platforming physics are not, and the
gameplay working depends on both of those.
Dealing with temperature, pressure, darkness and visibility, drag, electricity
issues and such will make drone
design and the
gameplay itself more challenging and tactical.
That means some
design and
gameplay issues from the original 1989 game are still present, such as wonky collision detections and annoying knockback effects and physics.
But very little of what I tried felt substantive and polished the way that Chronos or EVE: Valkyrie do, whether the
issue was underdeveloped
gameplay, awkward glitches, a confusing interface, rough art
design, or simple brevity.