Sentences with phrase «gameplay gimmick»

The music of the very cleverly designed Lanayru Mining Facility mimics its major gameplay gimmick — when Link moves a timestone onto a designated pedestal and sends an entire room back to more colourful, more productive days, the music takes on a richly layered character that you can listen to here.
There are over 20 different types of zombies in the game, each with their own gameplay gimmick.
The only gameplay gimmick in sight is Chloe's ability to «backchat».
The Harvest Moon games all basically boil down to managing a mix of time, tasks, and metrics, and recent entries in the series have relied heavily on exploiting a new gameplay gimmick with each iteration: in one it's crafting structures for the town, in another it's trading with foreign economies.
Ice Age: Dawn of the Dinosaurs is essentially a string of gameplay gimmicks and mini-games, but in a combination and pace that feels fresh and energetic.
If you've ever leveled up a Skylanders character, you know how the new skills are actually new skills, with new visual effects and new gameplay gimmicks, with a sense of payoff.
So people who've played Blast Corps will know what to expect - for the first hour or so it's pretty tough, but once you get past that there are all sorts of gameplay gimmicks to enjoy, and if you really want to hone your skill in that game you can spend forever digging into it.
While Apple is quick to brag about the processing power of the iPhone 4 and iPad 2, the resulting games still feature the same kinds of finger - swiping gameplay gimmicks that we saw three years ago, as well as virtual * on - screen buttons and D - pads, which are awful.
Yoshi's Woolly World is a fun and amusing platformer in its own right, though the quirky art style and gameplay gimmicks seem to take center stage here.
No game in history has included these amazing gameplay gimmicks, so we're surely in for a treat when the finished product hits stores.
The level designs — which contain so many alternate routes and introduce so many new gameplay gimmicks that they never lose a shred of their charm — are arguably the deepest in the series, and even have a Mario sense of exploration about them to track down their every last secret.
Super Mario Galaxy did away with the gameplay gimmicks of Sunshine and let Mario run loose across the universe, unencumbered by gravity.

Not exact matches

I honestly feel that the gameplay is too different, throwing the familiar battle system out of the window for this sticker gimmick.
What do you get when you have a story that's pretty by - the - book, lackluster gameplay, and a gimmick that's really just a smokescreen?
The paper gimmick seeps into the gameplay and narrative as well.
The game, as an installment in the Mario Tennis franchise, features traditional tennis gameplay with various Mario series elements mixed in, such as the playable characters and the gimmicks introduced in courts.
These games hone your punching abilities and movement, while also lending ARMS» style of gameplay to some new competitive and casual game modes — but unfortunately, the gimmick wears off pretty quickly.
Off TV gameplay is the only thing Wii U games really use, and it just seems like a gimmick now.
He also mentions a gameplay mechanic / gimmick that will surprise everyone, though it's not clear what it is, or when it will be revealed.
Gimmicks add to gameplay... Super Mario Galaxy 1 and 2 would be worthless and uninspired without its gGimmicks add to gameplay... Super Mario Galaxy 1 and 2 would be worthless and uninspired without its gimmicksgimmicks.
Yeah gameplay features are gimmicks by dictionary definition, no need to get defensive or on some silly high horse about it, but think before you speak please
There's a noticeable step backwards in terms of raw content, with Mario's latest preferring to focus less on gimmicks and quirky game modes — there's no mini-games, campaign or the overblown power - ups of before — choosing instead to provide a relatively concise core gameplay experience, more about simplicity and accessibility, with one or two unorthodox touches of Mushroom Kingdom magic thrown into the mix.
This isn't just a gimmick they shoe horned on and actually makes gameplay easier.
There are no fancy gimmicks or new gameplay mechanics thrown in the mix with this one, so those looking to experience the classic game in its purest form need only apply.
I wish the developers added a gimmick or something to make it feel fresh because the basic gameplay only stays enjoyable for so long.
In the first level it wasn't used too much and if they keep it at the same level throughout the gameplay, it will actually be an interesting game mechanic and not a gimmick.
That would push the secondary gimmick of the system, yes, but otherwise would sit unused in the same vein of the 3DS's AR games outside of parties or streaming gameplay with friends on Youtube or Twitch.
3) SO FAR Amiibos have been a gimmick and barely have any gameplay functionality in SSB.
A laughably bad storyline, a campaign built from gimmicks instead of gameplay, and a handful of new units for power - gamers?
As much as I love Persona 5, I still find Persona 4 Golden to be superior to P5, which only added some gimmicks and dragged out the gameplay.
As the sequel to Sonic Dash, the game features similar endless running gameplay to the original but with new gimmicks such as using the enerbeam to lock onto sky - rails.
As you can imagine Weapons of Fate is designed as a cover shooter that introduces a few gimmicks to spice up the gameplay.
Murfy is sadly more a gimmick than a substantial part of gameplay though, as he comes in every couple of stages and is more distracting than not as you have to manage two characters at once, but it adds a new angle to the tried - and - true gameplay we all know and love.
Sadly, the MP dispaointed me a lot, way too focused on gimmicks instead of real gameplay, unlike U2 multi wich was closer to the SP..
Walking through walls as a ghost, reading people's thoughts and turning on a television poltergeist style is amusing at first, but every gameplay mechanic turns into a gimmick since each of Ronan's abilities are restricted in some way.
What I can tell you is that what you have here is an incredibly solid RPG that stands up quite well today; its relatively straightforward gameplay, free of the gimmicks that would come to characterize the series in later entries, is elegant and addictive in all the best ways.
The only moments when the Switch seems to be more than a Zelda machine and the Joy - Con controllers seem to be more than a marketing gimmick is in the very rare occasions when the controllers and tablet combine and make gameplay more immersive.
Beyond this the Nunchuk and Wii Remote combination is also supported, along with the Wii U Controller pro for those wanting a traditional gameplay experience free from any gimmicks.
I've not been all that sure about Kinect or the PS - Eye this generation, where the «features» were thrown down the player's throat with reckless abandon, but with the Xbox One's Kinect pre-packed, and the PS - Eye's Playroom coming preloaded on PS4, I'm somewhat hopeful the next - gen's camera tech will see less gimmicks, and more alternative ways to play, which enhance, rather than detract from the core gameplay.
Not only is that mecha's sprite impressively detailed for an NES game, but the gravity - reversing mechanic is used not as a gimmick but as an essential gameplay feature, requiring the player to fundamentally change the way they looks at the game's stages and enemies» attacks.
Yet, once you've unraveled and stripped away the artistic fluff, the core gameplay is essentially Yoshi's Island with a few added gimmicks here and there.
The simplistic platforming gameplay itself lacks variety as well, and the game's encouragement to spend more time in a single level often backfires by showing how stale the area's gimmicks can get within a few minutes.
The fact that Nintendo themselves don't know what to do with their hardware speaks volumes, and although the game is a core, traditional platformer that many could argue wouldn't benefit from any gamepad «gimmicks», I think it's simply lazy and would like to have seen some unique features that enhanced the gameplay — and more importantly, helped to differentiate Tropical Freeze from its predecessor and peers (I mean, just look at Rayman Legends).
The control system works perfectly on the 3DS and the developers have ensured that the capabilities of this console are not just used for gimmicks but rather, they are integral to the gameplay.
Another failing is that the standard gameplay is on a two dimensional plane, seemingly defeating the whole gimmick of the system.
We also got a fairly long video of actual gameplay in the Willy stage, and it never appeared, the only gimmicks seemed to be the moving platforms on the sides.
Thus far it appears that the main «gimmick» of the game, if it can be called that, is the use of very simplistic depth during gameplay, meaning most of the time you'll be in the foreground but sometimes you'll be forced to hop around in the background as well.
Players are free to customise their touchscreens with the functions they use most, everything from an interactive map to the item bag, multiplayer gestures and the camera controls, proving that the GamePad can provide genuine gameplay convenience instead of cheap gimmicks.
I really hope that cc2 will focus on the gameplay and not these stupid gimmicks such as costumes from naruto the last.
Devolver's newest release is Minit, a game that goes overboard when it comes to retro visuals but also manages to entertain players due to its gameplay and central gimmick.
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