Sentences with phrase «gameplay design issue»

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 ddesign 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 ddesign, 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 dDesign 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.
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