Screencheat presents a great balance of familiar and original
gameplay ideas while also providing a large variety of nine game modes for players to enjoy.
Not exact matches
While the point - and - click - style experience is a novel
idea for the
gameplay, it never manages to fully grab the player's attention.
The basic
idea behind the game is interesting, but after a
while it becomes a monotonous, bland walkabout that is heavily plagued with graphical and
gameplay bugs.
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.
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.
While the moment to moment
gameplay is exciting, it stills feels like a stitched together chimera of
ideas that never really combine into anything unique.
While the
gameplay is fun enough to check out, the story feels like it was written by someone who glanced at the movie script for half a second and then filled it with a bunch of half realized
ideas.
While we didn't see any actual
gameplay, the developers gave us a handful of details to give us an
idea of what we can expect.
While it's easy to say the
idea is getting worn out already, they've all been focused on specific things that add into the core
gameplay and provide new experiences every time.
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.
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.
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.
The game combines classic
gameplay elements and
ideas from the 2D titles,
while incorporating the 3D elements of Prime.
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.
Our
idea for the series was simple: rework old school gaming concepts in beautiful high - definition visuals,
while keeping the easy to learn, difficult to master
gameplay that made us fall in love with games in the first place.
While Rock Band revolutionized the music - rhythm genre, it was not even close to be the first time such
gameplay mechanics were tossed around the
idea table.
While watching the trailer and browsing around at screenshots of
gameplay gives you a general
idea for the unique qualities behind H: FF, it is only a mere glimpse at what the game truly has to offer in terms of puzzling entertainment.
The engine gives us enormous freedom when it comes to graphical fidelity and technical quality,
while we focus on refining
ideas and
gameplay.
While this might seem like a truly novel
idea and something very intriguing in terms of visual aesthetics, the mechanic itself barely affects any actual
gameplay except for some rare and underwhelming instances.
This game is loaded with content, has some pretty gorgeous graphics, contains loads of replay value, has some of the best 3DS music out there, has a great difficulty curve, and the controls are actually best fit for the
gameplay (though whoever decided it would be a good
idea to omit dual - analog
while allowing you to aim with the GODDAMN FACE BUTTONS needs to be bitchslapped).
For composer Austin Wintory, though, the
idea of performing Journey's music alongside live
gameplay came during the game's early stages of development: «
While I was writing the score, it became clear that the game was going to be like a silent film, where the music would have a strong narrative function.
While we have a hard time believing the clip is actual
gameplay, you do get the
idea that this time around, we'll be sliding in a winter wonderland.
While the game's meta, world - within - a-world inside gamer's joke is a good enough
idea to run with for several hours of
gameplay, the
gameplay itself is droll and draggy, refusing to step up to the task to being fun or compelling.
While some people complain about «feature creep» (the
idea that a game can have too many features that may bog down the development process), having a wide variety of
gameplay also attracts a wider audience.
«
While Watch Dogs 2 doesn't reinvent the wheel when it comes to open world
gameplay, it does provide enough creative
ideas to keep even the most seasoned gamer amused.»
The blog offers a brief glimpse at six specific areas of Clockwork City, the mechanical realm of Tribunal member Sotha Sil along with general
ideas of the sort of
gameplay players will find
while visiting these locales.
While the cinematic trailer doesn't show any
gameplay, it does give us an
idea of how
gameplay will look like, with dozens of freedom fighters combating the KPA in Philadelphia.
Turn - based RPG
gameplay that takes the best elements from our past games
while adding a few new
ideas.
A Way Out is an example of a triumph in new
ideas,
while using traditional methods of
gameplay to get the point across that this is a different beast.
Future sci - fi setting 2D pixel art visuals (but with various improvements over our previous games including bigger and more animated ally sprites) Created with Unity so that we can cover more platforms No separate combat screen — combat will occur directly on the same maps that you explore on Turn - based RPG
gameplay that takes the best elements from our past games
while adding a few new
ideas.
While the touchscreen
gameplay isn't expansive, it is enough to give gamers an
idea of the touchscreen's abilities and limitations.
While the
idea of this seems open to lots of new
gameplay, the end result is mostly that you run through the stage with more chaos in your wake, eliminating enemies quickly and efficiently.
It thinks outside of the box
while also translating those
ideas to stellar
gameplay.
It's always been about competitive fun with friends, it pushes new
gameplay ideas and is best when swirled with a healthy dose of smack - talking
while playing,» said Phillip Johnson, Creative Director at Invisible Collective.
Founded in 2012 by four quirky friends from diverse backgrounds — Adnan, Vivian, Alex, and Armand — who met
while in school at the NYU Game Center, the studio prides itself on melding each member's skill sets,
ideas and talent to result in games that are accessible in nature but deep in
gameplay.
While the
idea behind Kid Vector isn't new, it's the presentation and
gameplay that'll win you over.
While the pacing wasn't quite up to series standards and there was a curious lack of new
gameplay ideas, there's still more than enough on show to make the 15 - hour stint worth every second.
The
idea of going to a tennis school to work my way through the ranks (
while making both friends and enemies along the way) immediately struck a chord with me, and that was only aided by the incredibly tight and addicting tennis
gameplay.
That said,
while it's an interesting
idea, the game lacks in depth when it comes to the
gameplay.
So usually
while I'm coding the core
gameplay I'll be sketching out design and layout
ideas, printing out reams of reference images and picking out the visual traits I can use for the game... I have a big wall of reference art next to my desk, and sketchbooks full of character doodles, arenas, and long windy spider diagrams.
Despite the old school
gameplay, the design feels fresh,
while the rich abundance of
ideas comes the closest of any series to matching Nintendo EAD's medium - defining work.
While it's a good
idea in theory, in practice it doesn't really add much to the
gameplay other than making the ball go faster.