The title intrigued quite a few, but the coarse frame rate and a few half - baked
gameplay ideas left us with doubts as to whether or not Airtight Games would be able to deliver on the game's potential.
Not exact matches
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.
Glad they
left this out of the main story seems like we could have just used the narrative without the 1/2 baked
gameplay ideas
Maybe it's smarter to
leave the big gamepad and Miiverse
ideas for now and focus on
gameplay that's immediately accessible to people through trailers.
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.
If the implementation of fan
ideas and
gameplay from community forums, into Bioware sequels is anything to go by, then it's a great thing she's
leaving.
Mario Party is a great
idea, but the simplistic nature of
gameplay coupled with extremely short mini-games will
leave most players feeling unsatisfied.
A Resident Evil game focused on 4 - player cooperative
gameplay with in a
Left 4 Dead pacing sounded like an awesome
idea, however I should have known better to let Capcom get my hopes up.
Though the
gameplay itself may be somewhat dated by today's standards with fixed camera angles and puzzle - based progression, Eternal Darkness revolutionized the
idea of breaking the fourth - wall in video games thanks to the Nintendo - patented «Sanity» system: Sanity is measured by a green gauge in the top -
left corner of the screen; characters will lose Sanity as long as they are in a creature's line of sight until the gauge is empty.
We have a lot of
ideas on how to expand the
gameplay, as I said lots of stuff we already prototyped and then
left out since we didn't have the time to give everything the right amount of polish, but if the free Futuridium EP gains traction we plan to work on a more complex sequel, with more levels, different visual styles, enhanced graphics and new
gameplay mechanics.