Sentences with phrase «gameplay works really»

On the other side gameplay works really well and, despite a lack in challenge, the game is really interesting.
Stealth is not as emphasized in this game as it was in previous entries but the change to a more action orientated style of gameplay works really well and fits the story well.

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.
The core gameplay is rather uninspired but works well enough, the visuals and audio are both mixed bags, and the campaign is a decent enough length but never really offers a great sense of accomplishment.
The developers at zSlide have tried their hardest to make it all seem original and fresh but it doesn't take long to work out they've really not done a whole lot more than attempt to slip an ill - fitting urban skin over gameplay mechanics borrowed wholesale from the Nintendo classic [«WarioWare»].
I really like the work they put into for this game: the visuals, music, gameplay, everything.
ill start off by saying that the graphics are gorgeous, the gameplay is pretty similar to donkey kong returns, the game is just a fun 2D Platformer overall, the only DOWNSIDE is the Difficulty can be very frustrating at times, i recommend getting a Pro Controller, it works much better then the gamepad, also the game does nt really use gamepad other then off screen play, but still a
While there's certainly a cathartic sense of enjoyment to be found in making light work of tens of thousands of zombies using the large and crazy array of weapons that are available in Dead Rising 4, the removal of campaign co-op, psychopaths being replaced by forgettable maniacs, and the lack of any challenge due to the removal of the in - game timer really highlight that the gameplay that is on offer is shallow.
ill start off by saying that the graphics are gorgeous, the gameplay is pretty similar to donkey kong returns, the game is just a fun 2D Platformer overall, the only DOWNSIDE is the Difficulty can be very frustrating at times, i recommend getting a Pro Controller, it works much better then the gamepad, also the game does nt really use gamepad other then off screen play, but still a great Platformer
this game definitely did not deserve the hype it got, its not the worst, but unlike Pokémon (which its always compared to) will have a hard time to appeal to older people, with its cheesy humor, simplistic character design, and eccentric gameplay it only really works for kids 10 and under.
This system for the game really works well and I have to say that although I am going to miss the days of linear FPS, from this series it is good to see that the game has made a nice transition to this sort of gameplay.
The shooting mechanics and especially the how power - ups work make for solid gameplay, but what is really fun about Astro Attack is the multitude of unlockable themes that significantly change up the visuals.
In order to make Silent Hill 2 work we need to be focusing on making the characters real by having high - quality textures, and at the same time we must improve the gameplay so people will feel, even though its really horrific, we must make them want to play the game over and over.
It creates an interesting dynamic that works really well with the combat of the game and even though the story is rather weak, the gameplay and the Nemesis system still offer a fun experience.
This doesn't mean that Metal Gear Survive is not a fun game, since when it does click, it works really well for the type of gameplay experience it aims to offer here.
Combining Action - RPG elements with Tower Defense gameplay sounds like a marriage made in heaven and while Dungeon Defenders had its execution problems on the smaller iDevices, it proved that the concept can (and for some does) really work.
A lot of voice over work is included in this game and reading the amount of information being spoken would have really broken up the gameplay.
All of the courts in the game are very unique and some maybe too much for there own good as they can interfere the gameplay of the game, but for the most part they all work really well.
Very well expressed yes I do agree the series is getting to be a bit boring and old in reality all games are I gaming after a ling day at work but there's no real good games out that catch my eye I have been a gears of war fan since the beginning of time but even that game I don't feel it's worthy of the tine I invested in part 1 just my opinion people I would really want to see a game that would change gaming like halo did, gow1, cod4 these titles made way for new exciting gameplay but now I find myself enjoying Mario more then any other game I don't know maybe it's time for a change I always wanted to try world of Warcraft maybe I will atleast that would be a new experience
I understand that these aspects add realism to the gameplay, but really, there's a reason most games automate the grunt work.
Putting those nitpicks to the side though, the gameplay is fluid and really works well.
- 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
Not that this bothers my kids much, as they haven't really worked up the courage to leave their own house yet, but they like to watch me play and boldly go where they won't — however, the glitchy mechanics and less - than - compelling gameplay makes me much more reluctant to indulge them.
These are however only small niggles to a gameplay formula that on the whole works really well.
I've never seen this kind of spherical design in another multiplayer, so I'm really curious to see how it's going to work out during gameplay.
The Flood do indeed swamp you and force you out from cover but when contrasted against Halos usual tactical skirmish style gameplay, it feels jarring and you end up in the middle of levels not knowing whether to just do a runner through the thing or site and fight it out, as neither seems to really work.
However, I feel like the designers who worked on her in KOF ’97 managed to find the perfect balance in her gameplay, which really impressed me as we had struggled there.
Experienced players will more than likely quickly work their way through the 50 included levels, but to those that understand Velocity and its addicting gameplay mechanics, this is really only half of the fun.
The line is really thin, I just want to give credit where it's due - the exceptional co-operative work between game and level designers, AI and gameplay programmers, scripting gurus and animators.
The contrast between the elegant, acrobatic pilot gameplay and the unpretty mess that is Titan combat works really well.
It's a case where the theory really did work out in practice, in that everyone benefited by getting free gameplay - content in addition to the part where they got some free cosmetics too.
The gameplay that meshes the classic Pokemon formula with dungeon crawling works very well and the inclusion of the full lineup of Pokemon is very impressive, but the pace of the story surrounding the gameplay is so off in the early game that it can take a long time to really get invested in Pokemon Super Mystery Dungeon.
This move is awesome and works really well during gameplay.
The art style does really fit in with the story, other than Ted and Bo the characters do tend to look strange and dark and does give the gameplay that eerie uncomfortable effect the areas do also look very dangerous which does make the gameplay work very well.
Codemasters are really working at getting us new gameplay videos for their upcoming games.
In the sound department the game's music is rousing, dramatic and really works within the gameplay.
I'm not one to respond back to comments but to say Horizon Zero Dawn didn't earn all those awards in my eyes they deserved more they delivered on every aspect of the game, come on the game was so good and unique that it caught the eye of the great Hideo Kojima let's say this again the Great Hideo Kojima and now he's teamed up and working with gorilla games on his Death Stranding project after that I need say anymore but one thing when it comes to all time classics I put this game in my top 3 story mode games of all time and this game ain't even called a classic yet but you'll see in due time this game stands up to great games like God of War, The Last of Us and Uncharted just to name a few and if real hardcore gamers are out there they would agree with this statement, so in closing I don't think you really took the time to let this game absorb and immerse you in all its richness and fluidity of gameplay and character movement and mind you I didn't even add the beautiful Frozen Wilds Dlc which was breathtaking and masterfully done and crafted this game is original.
All of this is focused on the core stealth gameplay, which works really well in many of the smartly designed levels (though the developers did opt to recycle levels in the second half of the game).
The concept is lackluster and the gameplay uninspiring, and while it works, there's really not much substance to be found here.
The reason the review is so positive and why the gameplay part of things talks about how everything works is simply because A Link Between Worlds is an amazing game that doesn't really screw up anything.
Too often when I play new video games do I get the sense that they were trying to make a movie, rather than really putting work into gameplay.
After last year's disappointing «Edge of Time» game, the Spider - Man franchise has rebounded going back to the style of gameplay that really works for our web slinging hero, and that is one which is a free roaming open world environment where he is free to do whatever he feels like.
The gameplay mechanics are mechanics we have seen before, even if they do work really smooth in a refined way here.
It makes for some great synergy among players and after experiencing several hours of gameplay really allows you to play the way that works for you as a player while still contributing to the team.
The Drop Dash mechanic works really well in Classic Sonic's gameplay, giving it an extra layer of strategy, especially in the case of this boss battle.
There are a lot of things that work really well in the Arkham series: free - flowing combat, predator gameplay, that don't directly translate well to something where you have a limited amount of space to move around in.
The SRPG gameplay elements work really well, and is a nice addition to the great, but admittedly (and typically) gameplay-less Visual Novel genre.
It's a neat way to expand the gameplay possibilities the worlds bring, and really changes the basic structure of the title and how it works.
«We don't want to break the base gameplay model - it's one that really works
The fact that the «gimmick» at hand actually works, and puts some nice visual perspective on gameplay really works for me.
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