Sentences with phrase «gameplay sequences which»

I'll tell you: quick - time - events, or gameplay sequences which can be passed with one's eyes closed (like the one in «Call of Duty: Modern Warfare 2»).

Not exact matches

The gameplay is similar to the first, but new to the sequel is a 3D behind - the - back sequence in which you need to guide Ecco through rings to warp to the next location.
In addition to showcasing the game's mechanics, the opening level also shows off the title's new gameplay additions, which include new blaster combat sequences and the multi-builds system.
This approach means that it no longer becomes anything related to memorising a certain button sequence and instead it becomes more about fast reflexes to ensure that you come out on top of an encounter and show your authority as the Sheriff of Fabletown, which is an appropriate design choice as it certainly adds more of a challenge to the gameplay as you are not guaranteed to be the first to every punch and block when in a one - on - one encounter with a Fable.
Blaustein also touched upon Kojima's reliance on the rest of his team to formulate gameplay ideas — which echoes what was pointed out in making of documentaries for Sons of Liberty: Kojima handed each team member a notepad and demanded that every day they come up with a new idea, which eventually led to the bomb disposal sequence.
Frame - rate performance between PS4 and PS4 Pro remains pretty identical with the majority of combat gameplay running at a stable 60 FPS, although the frame - rate drops to 30 FPS during intro sequences and super moves which does not impede upon gameplay at all as they are both non-interactive instances.
On the show floor at E3, Twisted Pixel showed off a few new gameplay features too: dual - gun shootdowns, sidescrolling action, which looks quite similar to the amazing Comic Jumper, and a sequence where you are taken into Gunstringer's past, in his flesh and blood form.
There were a few elements during gameplay sequences however, that just did not quite work right such as prompts to perform a «takedown» or breaking open a door which left me a bit annoyed at times.
- Heavily conscientious level design - Metroidvania progression - Classic open - world Overworld and Dungeon format -16-bit graphic and audio style -8-voice Chiptune and lofi sample soundtrack - Classic 8 - way and 4 - way navigation modes for gameplay - Enemy design invoking original standards of 16 - bit era - Intense, brutal bosses which require learning and observation - Highly challenging combat sequences with a high skill ceiling - Puzzles built around observation, item use, and sequential logic - Complex trading system to obtain optional items - Customizable playstyle based on which items player obtains and equips
Platforming feels like something from the early N64 era that's not Super Mario 64, but the game also likes to change shit up unexpectedly with difficult gameplay sequences that are just as rough, and which require you to get good on the spot.
The game also sports some special sequences outside of the regular gameplay style, which break things up a bit and are great throwbacks to some classic gaming genres.
The next noticeable change in the gameplay is featured in the Spider - Man 2099 dimension which will be a little more of what you're used to, but it adds in some flight sequences.
Upgrades are also doled out by completing certain story sequences, which add extra powers like boosted jumping, mineral detection, new mining attachments and other things that, again, just serve to make the basic gameplay feel fresh and fun.
The Dream sequences are the highlight of the game, as they house more creative twists in gameplay, whereas anything that takes place outside of Luigi's dreams — which, unfortunately, is the brunt of the game — feels like it's running on the same ideas as the previous three Mario & Luigi titles.
The single player Journey Mode offers a sequence of 80 levels, taking place in a variety of themed locales, with each slightly tweaking the core gameplay - the snowy tundra features snow blocks, which cause avalanche - like chain reactions, whereas the cave sections have stalactites that can fall on enemies from above.
The trailer doesn't touch at all on who the player actually is, which is revealed in gameplay sequences not shown in the trailer, and the player also has ways to make smaller adjustments to the character relationships outside of the major chapter decisions.
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