Sentences with phrase «games felt smooth»

During our time with the Vital, it was snappy — everything from opening apps to playing games felt smooth.
Personally, I played the whole game on the «4k» mode on my 1080p TV via the PS4 pro — I did this because the game, in this mode, runs at around 32 fps (according to DF) and the game felt smooth and consistent with only the occasional frame drop whilst offering an amazing image.
Not only that, but from what we've seen of the Battle Chasers gameplay the art style looks just as good in motion, and makes the game feel smooth and immersive.

Not exact matches

This game is good and runs really smooth with nice graphics but I feel for the price you pay for the game there are way better games you could
MX vs ATV's legendary Rhythm Racing lets players pre-load into massive jumps and clutch through hairpin turns at full speed all while retaining the smooth and authentic feel not found in any other game.
While it may be a bargain bin game it's still a lot of fun, and the story behind it all is really unique, perfect for fans of cheesy Sci - Fi movies, it reminds me a lot of the movie Avatar because of the environment, the main part of this game is the flying which takes some getting used too, do to touchy controls, but eventually you'll get the hang of it, but never really feels as smooth as
The game is pretty smooth and the animations are good and Handheld mode looks and feels just right.
but this game has: smoother gameplay, better combat, arm switching for cover, an amazing campaign, tighter and more intense multiplayer, deeper customization, more maps, maps from the past, improved visuals, great music to fit the game, and finally yes an escalations mode but it does feel different enough in some areas to be a small plus.
The game still has great controls and still feels smooth from start to finish.
When played MTX Mototrax you have a game that just doesn't seem to have the smooth polished feel that you would want from a great game.
The one thing that I believe is missing from the game is that truly smooth feeling, where you just glide around the court.
The game doesn't suffer from any frame rate issues, and just has a very smooth and polished feel that works for the PSP.
What made this a treat was how smooth the animations were to make this feel more like a routine double, whereas last year's game would have either missed the diving catch or had something that stopped you from getting the double.
Gameplay has never felt this smooth in an Uncharted game before, from more precise shooting to slicker - than - ever climbing, the game lets the player go through a flow of different gameplay elements that often have to be used together in a sequence in order to advance in - game.
The gameplay works on a very smooth pace, one that I felt stayed consistent and worked well for the game.
Age of Empires looks really smooth with its new facelift and 4K resolution support, but it never truly feels like a modern game by any means.
thats total bull, regardless of what people say, 60 fps is not just about how smooth the game looks, it also makes a massive difference in how the game feels, some people may not be able to notice between 30 an 60 fps, but most will be able to feel the difference, an the human eye an defo see it, but most gamers, do nt know or understand it, an so do nt notice it, but the eye can see it, for games, 60 fps is the holy grail, when console games are standard 60 fps, native 1080p, then an only then will we be in gaming nirvana, LOL but serious, i agree with u that if a game is locked at a constant 30 fps, then most times thats fine, for not for a racer, an for a sim racer is even worse, 60 fps makes the input lag the shortest it can possibly be, an so makes a massive difference on how the game feels, an how responsive it is, an aslo when racing a car, 60 fps helps you feel the speed allot more then 30!
The game also hosts some really solid character models, which have some very smooth facial features, giving everyone a unique look and feel.
The same great fighting mechanics have been included in this game with some very nice improvements to make the game feel a lot smoother.
When I played Soul Calibur III, I felt like yes there were some significant changes to the formula that make things very smooth, but nothing that takes this game to a new level.
It's a small yet significant upgrade to the game's engine and makes everything feel much smoother.
Other than this everything feels smooth and flows nicely, so there's nothing to spoil the sense of relaxation and wonderment you get from the game.
The game looks beautiful, and has a distinctively smooth and fluid feel to it; it's hard to believe that the team behind it is comprised of only 4 people.
It's not quite the smoothest glide I've felt, but the difference is so small that unless you're a professional gamer that's looking for every possible, you'll probably never notice it, and it balances that out with a good degree of control.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to JGame Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
it looks so neat and everything seems to work just smooth and you can really feel the fun it makes playing the game...
While having many call backs to Dark Souls 1, the game feels like it's own and is the smoothest in the series.
I did run into a few instances of game - slowing lag, and playing online rarely felt as smooth as playing locally, but these hiccups didn't stop me from having some enjoyable brawls in For Fun mode or getting absolutely stomped in For Glory mode.
The power of the new consoles also allowed us to improve the games in the field most critical to gameplay, especially gunplay and general feel - for example combat and cut - scenes became smoother, and controls became much more responsive.
The use of an open - world, the (admitedly) impressive number of enemies on screen, and running at a smooth 60 FPS could justify some of those aspects, but sadly the game is locked at 30 FPS, making the experience feel barely more gratifying than playing a good remaster of a game from the previous generation.
Plus, all three games are running at a lighting quick 60 frames per second, which makes them feel as smooth and responsive as any modern online shooter.
The game also ran well and had a smooth motion blur effect that emphasizes the feeling of movement while traversing the court.
It feels a bit like the game might have been rushed out to retail, or that all the development was spent ensuring a smooth online experience, but a lot of the stuff that's been laid to the wayside is the stuff that generally makes Soulcalibur feel like, well, Soulcalibur.
Visually the game is great, it has a Mecha Anime feel to it, it runs really smooth, with no problems when the screen gets busy.
It may sound complicated, having to press multiple buttons for a singular turn, but it felt and looked smooth in game, and separated the game from other racing games.
Uncharted 4's gameplay feels smoother than ever, so it's just kinda lame that there are missing gameplay mechanics that were in all (or almost all of) the previous games in the series.
Even the movement doesn't feel quite responsive enough or smooth enough for straight forward machine gun battles, making this a weak action game in that regard.
It certainly makes stealth feel a lot more natural than the stupid antics of previous assassins, but the cover system feels clunky and awkward to use, an embarrassment compared to the silky smooth systems of so many other games.
It's a consistently smooth experience, which helps ensure the game's frantic, energetic combat always looks and feels the part.
It feels nice, smooth, natural, and feels like the way the games should be played.
As already mentioned, one of the most impressive Breath Of The Wild mods is the 60 FPS mod, which, despite some issues, makes the game feel much smoother than on Switch and Wii U.
The combat felt clunky and shallow in the original game, this time round it is smooth and delightful to play.
The game feels fast and furiously smooth also which is important for a racing title.
I had to retrain some muscle memory, but this setup made the game's sometimes - clunky controls feel incredibly smooth.
It tends to feel fairly jarring when placed in the more easygoing and smooth ambiance that the game is going for.
There are smoother graphics, improved physics, new time eras and methods of play such as local and online co-op or even the new 4 player multiplayer which adds a fun arcade feel to the game.
When looking at the visuals, you'll no doubt mistake this game for a much older one, but the sprites and terrain have a more smooth feel to it when compared to much older 8 - bit games.
The Extreme Vs. games feel like highly polished versions of Virtual - On: A friendlier control scheme, smoother gameplay, and a more refined set of rules turn every encounter into a high - speed tactical melee.
It wasn't until I went back and played both games back to back that I noticed the very small changes that make Shank 2 feel better and play smoother.
Sharp graphics, decent controls, excess of game modes: these are all fine accoutrements, but if the sport being played doesn't feel like a smooth, effortless experience, the developers have failed.
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