Sentences with phrase «games feel a certain way»

It is important for game designers to understand when a game feels a certain way, since it is something that the player is constantly experiencing.

Not exact matches

To have felt certain State was going to win before that game required leaving logic and intelligent analysis behind at some point and having hope and faith take you the rest of the way to that conclusion.
We all know that the Frenchman likes the game to be played a certain way and even though the last year or two has seen the Gunners get better at the less attractive parts of the game, perhaps helped by the appointment of another former defensive stalwart Steve Bould as Wenger's assistant, Adams feels that the current Arsenal team are still too weak at the back.
I hate holding games at certain expectations, but I feel there is no other way to describe this games faults without doing so.
In theory, it's a decent way to encourage players to keep coming back to the game to try out different maps (or to become more familiar with the ins - and - outs of a certain map), but in practice being limited to so little maps at a given time can feel restricting if you're looking to hop on for longer multiplayer sessions.
I'm certain many others on the fence will feel the same way, after seeing more of the game through a widespread marketing blitz.
It's how Angry Joe and Boogie2988 get around their issues with how Nintendo handles YouTube (in their opinion «we love Nintendo's games and feel that as a game maker they're pretty unmatched in quite a few ways, but their corporate side over in Japan is pretty damn old fashioned when it comes to embracing certain new forms of media» [Joe's contacted NoA for help but the people he's spoken to have told him the issue is more with the Japan corporate side of things and they can't override what the head office tells them to do]-RRB-.
To me, bespoke «wacky» games, like recent Saints Row releases and Goat Simulator, feel vaguely desperate — as soon as you tell an audience you're going to make them laugh, you assume a certain ego, and the same audience becomes reluctant to let you have your way.
Even though they are not required, encouraging players to complete missions in a certain way feels at odds with the otherwise free - form and experimental nature of the game.
Now, Far Cry has ditched the experience system entirely as well as the hunting and gone with a perk system where you earn Perk Points for doing a variety of challenges, which almost feels like a strange way of pushing players toward doing certain things in a game that is otherwise content to let you tackle stuff in a fairly open manner.
Again, with Mafia 3 being an open world game, a lot of it can be spent behind the wheel of a car as you travel to and from different parts of the city going from one objective to another and while it isn't so much of a problem early in the game, the lack of a fast travel option becomes quite a hindrance as time goes on and the further you get in the game because at times it will force you to travel huge distances to speak two lines of dialogue with someone for example and then makes you drive all the way back to where you were originally, which becomes a bit of a chore, but the car handling isn't bad and it almost feels like you are driving a car from the 60's as it feels heavy and limited as you manoeuvre certain cars around a corner.
Although it came out one year after Sonic the Hedgehog 2, in some ways the game feels more like a direct sequel to the first game because of certain visual similarities.
I love this game, I adore its style and the way its bespoke engine makes it look and to a certain extent feel quite unlike any other game on next - gen platforms.
It's not bad, but, compared to it's strong start, I have to wonder if the developers felt like they had to wrap the game up in a certain way with its narrative.
Hahaha, I can't even take nemo's post seriously it's so unbelievably bitchy... My two cents: I'm not very happy with the Dual Shock joysticks, but I guess there really wasn't any other choice considering that the D - pad should most definitely be the high priority input considering the NES and SNES... I like the overall style and design, though, because it looks like a very slick SNES pad, and I'm hoping it feels like it too... There really aren't many N64s games I really need to get (except a certain shooter by Treasure that never made it over here) so the joysticks aren't that big of a deal for me... Either way, I'll be getting this for sure...
I want a game that feels more like nurturing a living organism in a living world by nudging it in certain ways, not just rails and lore dictating the the distance this thing will go.
There may not be any difference in the way similar people view such games, but I do feel like certain games that I have invested significant chunks of my life to are statistically and personally more significant than others.
You can even place the box to block certain traps but this pauses the game in a way that feels strange when you're flying across the screen the rest of the time.
In part one of our story, I rode out to battle against what now feels like the absolutely quaint notion that barraging the game's community with media hyping future cash shop products that conspicuously excludes pricing, then releasing those products at absurd price points with only a few days of availability was a predatory and anti-consumer way to market a product that leveraged fear of missing out to take advantage of players of a certain mindset.
Obviously, they took liberties in changing and inventing certain things, but the long tedious process and hard work paid off in spades — and even after four games, the designers still found a few ways to make the climbing, puzzle - solving and action moments feel fresh.
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