Sentences with phrase «games you feel more»

His game feels more suited for the power forward spot in the modern NBA, but he lacks ideal size at 6» 6 with a 6» 8 wingspan.
Some games feel more clinical than creative.
Despite lame attempts at entertainment, the game feels more like work than anything else... If you want topless women and extreme sports together, you'd be better off buying a copy of Playboy and alternating reading it with runs of «Tony Hawk.»
I just wished the game felt more polished, especially with its controls, but even though the game isn't as memorable as some other side - scrolling classics such as Castlevania, I think it's definitely worth checking out if you have some extra money in your pockets.
The game feels more inline with the rest of Rockstar Games» products, like Grand Theft Auto and Bully, letting Marston run wild across three massive territories: the Frontier, Mexico, and the North.
On the more positive side of things, base building really helps the game feel more like «home», and works really well in VR.
Speaking of the car models I think I was must impressed with how well the developers made the upgrades in the game, as you could truly see every distinct addition to the car and this definitely makes the game feel more of an individual experience.
More then anything in NASCAR 09 you never get the feeling like in many other EA titles that your really getting an accurate view of the sport where in this game you feel like the competition is far to passive and the game feels more like a standard racing game rather then a true NASCAR experience.
And while the game presents a slick RPG experience, dynamic combat, and plenty to explore and do, the focus on more generic fart jokes and lack of depth of South Park «history» jokes leaves the game feeling more video game generic, and less South Park specific.
Visually Kameo: Elements of Power has a lot of great elements that help make this game feel more like it was made for the next generation and not the previous.
Exploration that requires planning and unlocking new characters is paired with a time limit element very reminiscent of Majora's Mask that makes the game feel more urgent.
I also enjoyed the quick - time events in the game which gives you a reprise from the main gameplay and makes the game feel more like a wrestling title than just a generic fighter.
This way the game feels more like an earlier entry in the Tales series., and it's very refreshing.
The shift to multiple, bite - sized missions per locale vice the longer mission structure of the older games feels more in line with the mobile aspect of the game (although the lack of checkpoints within each mission can be an annoyance).
This in turn made the game feel more solid and challenging, and also a lot more frustrating.
Zenimax Online Studios felt they slowly addressed their initial problems, primarily by making the game feel more like an Elder Scrolls game by adding more open world systems.
Contracts are another highlight which allow you to unlock additional weapons, bonuses and star cards which makes the game feel more dynamic even though they are similar to the challenge system.
The soundtrack also enhances the atmosphere considerably, with voice acting for during select scenes making the game feel more immersive than ever.
This just makes the moments where the player must interact with the game feel more important.
A lot of time with horror games you feel more like your running through a never ending path of blood and guts and never really getting much out of the story side of things.
There were also frequent (usually brief) cutscenes that made the game feel more like an RPG than past entries.
Pac - Man World Rally is a game that could have just been good fun on the PSP, but the final version of this game felt more like a beta release.
The second campaign features some orchestral pieces during the missions that make the game feel more cinematic.
The visuals of Return to Arms really make the game feel more like an expansion pack then a new game, because they just look so similar.
Players select squad members and can freely direct them to any point or cover position, which made the game feel more open and non - traditional / hybrid - ish.
The developers have altered the traditional dungeon - crawler format by implementing new systems that make the game feel more dynamic.
Apparently EA also advised Visceral to try to make the game appeal to a wider audience than the previous two games, with more emphasis on action to make the game feel more like Mass Effect.
I felt that in Asylum due to the nature of the island the game felt more focused.
For me, this really made the hunting aspect of the game feel more realistic and an important part of the game because it forces the player to interact with the environment, otherwise there would be no reason to have such a varied amount of wildlife and it would all be just for show.
Weird stylistic changes they made that do not seem to accomplish anything other than making the game feel more generic:
BR: I think it makes the game feel more cinematic.
Most of the content is suitable for children to watch, with fully voiced characters that makes the game feel more like an after school cartoon.
Despite that, the modifications and subsequent add - ons make the original game feel more complete and provide a much - needed refresh of the overall Civilization V experience.
This makes the game feel more like a façade than actual freedom.
The open battlefield definitely makes the game feel more authentic to the Dragon Ball Z anime.
Customizing religions from their tenets to the actual names makes this a welcome addition and making the game feel more like Civ games of the past.
This just makes the moments where the player must interact with the game feel more important.
Speeding through broken off corridors and manoeuvring my X-wing through them was a blast and really made the game feel more cinematic.
The game itself feels more like playing the 2D platformer Mario games, but with more depth.
There's nothing all that scary about Weeping Doll; any sort of creepy imagery just tends to fall flat and the game's voice acting can, at times, make the game feel more comedy than horror.
Although all of the added DLC content certainly help to make the game feel more complete, thew lack of a dedicated campaign to help flesh out the world and characters continues to sting.
Sadly, they don't do much in making the game feel more modern, and its age definitely shows, especially if you never played anything like this before.
Rather than making the game feel more mature, it mostly just felt like they were trying too hard to be «cool», and spoiling otherwise good storytelling.
The pixel art style is definitely «neo-retro» looking but that only seems to make the game feel more modern to me.
This helps the game feel more fluid and responsive, which given the need for precision is a boon.
Commenting on what makes the new version special, Blitz 1UP Producer Neil Holmes said «We've stripped away some of the baggage that came with revisiting a classic genre, making the game feel more modern and welcoming to new players.
Never has a game felt more niche than this.
While I could let the occasional curse slide, especially when Mundus is in a bad mood, it does seem that the designers have gone out of their way to include a lot of swearing throughout the game for no good reason other than to make the game feel more harsh and edgy.
Yet at my parents, the plush mode was clearly the way to play — the game felt more real and interactive like nothing I've played so far in VR.
After a round or so, the tester pointed out that even though a real - time system made the game feel more like a frantic struggle, Shadow of the Colossus also has many aspects that are turn - based.
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