While that may seem like a good thing, this approach leaves
the gameplay feeling stale before it really even gets started.
The gameplay feels stale, the combat clunky, the quests repetitive and dull, and there are an astonishing amount of problems within the game.
We don't want the story to fall flat due to graphical hiccups, or have
the gameplay feel stale because of poor storytelling.
Not exact matches
The game is full of charm and the visuals are absolutely beautiful, but the «use stickers to attack»
gameplay lacks any kind of depth, making this game
feel very
stale and not as fun as it could be if it had the RPG elements of the previous games.
However, while these are still good games to play, the now ordinary
gameplay may
feel a bit
stale, particularly for those who have kept up with the series» annual releases for the past decade.
At five hours this is a short adventure, but at least it ends before the
gameplay can become
stale, because as much as it
feels as though there are heaps of potential here the five hours we do get make me wonder if the developers would have ever been able to go much further with it.
Some of the
gameplay elements from the first game
feel so aged and
stale now, such as swinging from tree vines.
The different variety across the towers, which also include the return of Test Your Might, provides gamers with a solid mix of
gameplay options that prevent the game from ever
feeling stale.
The platform game developed by WayForward is a true blast to play, thanks to a beautiful presentation, great writing and an excellent, varied
gameplay experience that never
feels stale, with plenty of optional content that makes everything even better.
In the case of Dungeons, some of the
gameplay mechanics are fresh, but the jokes are all
stale and it's impossible to escape that been - there - done - that
feeling.
Yes, there are small elements that mix up the
gameplay and story, but after my tenth time visiting the Mushroom Kingdom or my hundredth - million gym badge it all starts to
feel a bit
stale.
For a game that runs anywhere from 60 to 70 hours of
gameplay, it's important that the sandbox doesn't
feel stale; thankfully San Francisco is a setting that provides more than enough content to never
feel repetitive.
Challenge mode is definitely another highlight to Extreem Exorcism, and the goals presented in each level made the
gameplay feel less
stale than endlessly slaying ghosts in other modes.
However, it looks good enough and manages to
feel like the Worms I know and love, albeit with some new
gameplay elements to keep it fresh — all of the 2D entries I've seen of late have
felt rather
stale.
Three talent trees add some unique
gameplay, which
felt like it would be needed if the game became
stale after 60 hours or so.