Sentences with phrase «gameplay idea in»

Sure, motion control hasn't worked out the way they'd hoped, but it may have been the first innovative gameplay idea in years.
Despite the cute premise, presentation and fun gameplay ideas in Rocket Fox by Namco Bandai, the controls fall horribly short of what the game deserves.
Sure it is a solid platformer, but with others like Jak, Sly or Ratchet exploring new gameplay ideas in their respective series, Ty 3 doesn't do enough to keep up.
In particular, the Assassin's Creed series from French publisher Ubisoft have found intriguing story and gameplay ideas in the ways that black people have defied oppressive systems throughout history.

Not exact matches

The gameplay itself is always based around that idea that no matter how much money you pour in, the game will always ask for more.
Deny it all you want but since Fabregas left Arsenal our frre flowing football has really declined.It feels like am the only one who thinks we lack real penetration and ideas in the final third of opponents.Also in 14/15 sesson I lost count of our misplaced passes and poor gameplay overall.We've been very very poor in our passing game for some seasons now.For a game like this to work you need players whonhold the ball very well and are possession efficient.Look at the Arsenal starting lineup and compare it to that of years back and you'll know what I mean.We have very few possession efficient players which is causing this problem.We don't have many players who can actually hold the ball and play the ball.That's what differentiates us from the top passing teams.
When ODST impresses, such as during moments when massive things go boom in the distance, it certainly gives your heart a bit of a jump, but then it yanks all hope of an epic experience away and quickly returns to the rut of re-used assets and recycled gameplay ideas.
The gameplay is so boring, full of BS ideas overused in any other bad game in this genre and the battlesystem is completle annoying and bad.
The graphics are among the best in the launch line - up of PlayStation VR, and the game shows excellent gameplay ideas, and a dynamic storytelling stitched around the player's movements.
A good idea (albeit not very original) that doesn't feel as good because of imprecise controls, a camera that constantly gets in the way and a gameplay system that becomes repetitive too son.
There isn't anything here that alters the dynamics of the gameplay, no new modes or ideas — just good, solid environments in which to do the same kind of battling you've been doing for years.
Wasteland 2 is an intriguing mix of wonderful ideas, haunting lore and deep gameplay, but it falls short in reaching great acclaim due to its balancing issues, bugs and problems that remained unfixed even after a 10 - month early access beta.
While Among The Sleep's central idea is absolutely brilliant and unique, its execution in gameplay, puzzles and storytelling simply doesn't reach the potential it could and should have.
Embers of Mirrim is a surprising platformer in the Switch catalog that proposes to the players a very own atmosphere and a wide variety of ideas in the gameplay mechanics.
Sure You can enjoy this game, use of mythological creatures and gods was great idea, modes can be fun, but the gameplay in this one is not as polished as I was hoping it would be.
Moreover, the adaptive AI offers a new level of challenge while also the «create a new club» and «fantasy draft» bring in some fresh air, albeit the lack of solid new gameplay ideas is apparent.
While the developer's past couple titles have been variations of the cyberpunk idea and played around with some different gameplay mechanics, Tesla vs Lovecraft is a little more in - line with their most famous shooter: Crimsonland.
The stream will take place Monday, October 23 at 8 am EST, or at 9 pm in Japan, and you'll be able to watch it below: Chances are the stream will be fully in Japanese but hopefully we'll get an idea of what to expect, gameplay wise.
If you want to get an idea of The Crew 2's core gameplay or if you still have some double thoughts regarding the title in general, you can now play the Crew 2 for free during the game's beta period!
I just see the gameplay of Youkai Watch 2, it's kinda like Pokemon mixed with Final Fantasy, which is a verycool idea, BUT... the game is too complicated (in a very unnecessary ways) I believe it need to be more simple like Pokemon.
Stormbound [Free], a game that has released globally this week after a few months in soft launch, brings to the table a fun combination of card collection and tactical gameplay that looks simple at first but has enough tactical depth and interesting ideas to scratch that itch.
The gameplay video also shows the GamePad screen in the lower right half, giving us a good idea of how the two screens work.
With most Dynasty Warriors games and spinoffs, you have a good idea of what you're going to get going in: big maps with multiple objectives, huge amounts of enemy soldiers, and lots of hack - and - slash gameplay with flashy combos.
Well I would consider The Warriors a pretty cut and dry beat em» up style action game that really tries to combine some other ideas in order to create some diversity in the gameplay.
It takes the classic turn - based formula and adds its own spin on several systems in order to add some much - needed strategy and gameplay ideas.
But for the Nintendo fan who doesn't have a Wii U yet, a demographic which we've already posited must be in the millions, a much - enhanced continuation of gameplay ideas they already know and love is a pretty smart proposition.
Azure 2 is a strange beast mixing together a lot of gameplay ideas that left me dazed and confused, and ultimately left a bad taste in my mouth.
Even though it's essentially DOA, the most recent game in the series (Marvel Vs. Capcom: Infinite) brought back the idea of the Infinity Stones as a gameplay mechanic.
While we were already interested in what we've seen from Horizon, this year we got to go hands - on with the game and get a clearer idea of whether it can actually deliver on the gameplay its reveal promised.
This in my eyes was really an interesting idea at first, but after a while I think it just got in the way of the actual gameplay.
HD, awesome gameplay elements with the new gamepad, and fresh and innovative ideas makes this game one of the best games in the launch lineup!
As I said, they justly said in that video that this is greatly inspired from Mario 3D Land and that they added new ideas, which surely mean they added new elements of gameplay / ennemies, environments, etc based on the 3DLand formula to do improvements on it, and they also said that they primarly wanted to do a multiplayer game and thought that 3D Land formula was the most adapted for that
Fortunately, developers Idea Factory and Compile Heart completely revamped the core gameplay for the sequel — unfortunately, they also chose to drop the silliness and up the «sexiness» in the process.
The Legend of Zelda: Phantom Hourglass was called a «stylus action adventure game» in Japan, but at the beginning of development, one of our initial ideas was to include a type of gameplay that would let you sort of play tag with unbeatable enemies in dungeons.
The trailer provides an idea of the form that such a raid might take in The Elder Scrolls Online, but there's no gameplay footage; the studio previously released a clip of gameplay in a developer diary.
It has everything you'd expect, and while there are streamlining and quality of life efforts to make the game more accessible, the gameplay systems in general seem to be a natural continuation of ideas expressed in Monster Hunter 4.
If the idea of pitting two incredibly strong universes of characters together in an ultimate battle doesn't excite you then the promise of fast paced action gameplay and stunning visuals should draw you in.
After a fairly simple start that struggles to really wow, the further you progress, the more unique gameplay ideas will be thrust towards your eyes, with each and every level teasing you in and challenging you to a fairly high degree.
In order to bring this new, fresher version of the core idea of TimeSplitters to life, a lot of work had gone into redefining the gameplay and many of the systems behind them.
To me personally, Wolf, while different, shares enough visual and / or gameplay similarities with Fox that I'd rather see completely fresh ideas brought in for DLC characters.
- goal of the game was to allow players to do lots of things - the dev team took one element at a time, and then worked to «multiply» them in order to broaden the scope of each action - multiple developers discussed how climbing would be fun to add into the game - one dev thought it would be fun to climb moving things, which eventually lead to climbing windmills and enemies to fight - the Octo Ballon is an item that came to be following the experimentation of a programmer - the dev wasn't sure the idea was okay to do, but tried it anyway and the rest of the team seemed to enjoy it - by combining various actions, objects, the game's world itself, you get tons of gameplay variety and ideas - keeping these options in mind may lead you to beating a boss or solving a puzzle in a unique way
The gameplay here isn't the most original, but it's well enough done that it feels fresh and enjoyable to play with a few good idea's tossed in for good measure.
Meanwhile Treyarch don't get the credit they deserve for crafting the best Call of Duty since Modern Warfare in the form of the original Blacks Ops — a shooter that boasted a strong story, great gameplay and solid multiplayer offering — and for attempting to bring new ideas into the stagnant franchise.
Now if you are debating the idea of good graphics i definetly believe in a good standard of graphics, but mostly a focus on gameplay.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
While none of the countless wannabes during the PSP era could convince me I needed an alternative Monster Hunter in my life, Freedom Wars brings enough new gameplay ideas (and style) to the table that I've decided there's room after all.
Thankfully, this didn't carry over into the actual gameplay, but I have no idea why the screen tearing was even there in that movie.
Borrowing ideas from the latest Mortal Kombat game, the story mode in Injustice incorporates fully cinematic cut scenes with the one on one gameplay you come to expect with most fighting games.
I admit on a few occasions I did start to get tired of this game, but it was these moments where I would push forward and the game would throw in an entirely new idea that really changed the gameplay and made things feel unique again.
In addition to revealing some things about Rage 2, a gameplay trailer will be revealed tomorrow and likely offer a better idea of what to expect.
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