Sentences with phrase «in game it felt»

In very difficult moments in the game I felt that our fans — at 1 - 0 down, at 2 - 1 down — could have turned against us.
One of the biggest selling points of the console resistance titles is the experience that you are part of a giant war encompassing much of the earth, but in this game you feel like your the only soldier in a tiny battle in NY.
At some points in the game it feels like they threw it in there as an after thought just to extend the play time, with some entire chapters being room after room with the same enemy type just to slow you down.
The shooting mechanics in the game feel great, and they have got the right balance between being fun and challenging.
The actual shooting in the game feels underpowered and bland.
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.
Each mission and levels in the game feels live the same one, the only difference is that it is set in a different location.
-- Having over 80 health potions and 60 mana potions made some of the battles in the game feel a little too easy.
The story in the game feels incomplete without any proper setup as the main protagonist, which is picked and customized by the player before the game begins, starts his journey on a ship sailing to a mysterious Island.
In comparison, most levels in those games feel cramped and restricted.
All the additional characters in this game feel completely different, which adds a nice bit of variety to a simple game.
That helps you realise that almost every plane in the game feels exactly the same as the next one with the only real differences coming in the form of the bombers.
After an acclamation period of a few levels, the minute gestures in these games feel like second nature to me.
Ability usage is very limited, which often makes your options early in the game feel quite limited.
I'm not trying to justify why ReCore isn't good — that seems rooted in the game feeling as though it needed another six months of development — or that you should be excited to spend $ 40 in order to have a crappy time with a video game.
Each weapon in the game feels great, and players will be glad to know they are all very easy to use, as there are reticles that allow for careful aiming, and all carry infinite ammo.
The Saints Row series is pretty notorious for doing this, too, but what comes off as charming and purposeful in that game feels lazy in Black Ops 3.
The mood in the game feels somewhat serious throughout.
I'm reminded of Epona in The Legend of Zelda: Ocarina of Time, but at least in that game it felt like I was controlling a horse.
Nothing in the game feels superfluous.
I never felt the twitchy split - second adrenaline of a bullet hell, and nothing in the game felt as precise or strategy - driven as a fighting game should.
It's hard to see progress when most of the new things are in the game feel and not content, so to keep motivated and get some shiny new visuals out, we came up with a new arena, codename «White Peak».
The top - down camera in the game feels like Hotline Miami.
Even the very fact that zombies were chosen to star in the game feels like a jab at the current trend of having zombies in freaking everything.
Pretty much every line of dialog spoken in the game feels like it's poking fun in one way or another at how most kids, teenagers and even adults today speak.
Had the same issue and while in game it felt like it was running at 10 fps.
So let me break it down for you and tell you what the famous characters in our game feel and behave like.
Plus, most hits in the game feel like they hit harder now.
It's aesthetically very reminiscent of Crypt of the Necrodancer in this way, and it makes everything you do in the game feel like a perfectly - orchestrated action scene a-la Edgar Wright minus the comedy.
Exactly, everything in those games felt like it was there for a specific reason, not just to give gamers something else to do.
Nothing in the game feels as if it was just an afterthought.
«Working in games feels so creative and rewarding compared to 99 percent of jobs out there.
Combat in the game feels particularly weak, with a targetting system that only somewhat works and the actual action of the scene feeling pretty slow - paced and weak.
The changes in this game feel mostly like a great addition; while playing it I would often feel a rush of adrenaline as I tried to reach the end of the levels while, at the same time, avoided the usual enemies and the constant pits.
It just ends up making the women in the game feel like disposable objects for you to mate with to create better children to take into the dungeons and fight alongside you.
It's a strategy that makes perfect sense given how everything else in the game feels like a mashup between Western and Eastern sensibilities.
These aren't usually carbon copies, although sometimes developers don't try very hard, this results in these games feeling like the game they were copied from.
Nothing in the game feels unneeded, I never went to get an item or completed a puzzle that I felt had no bearing on the actual story.
Although I will admit, after a couple of months I stopped playing because the game felt very undercooked because of the short story with a teaser that gave fans an assumption that we would have a sequel at some point and a couple features in the game felt «gimmicky».
Every piece of artwork in this game feels like it has been peeled from the movie theater, with intentional blurryness and color issues as if the game was being played by a movie projector that keeps drifting in and out of focus.
The dialogue in the game feels rich and immersive, while the gameplay itself is fun and pleasantly approachable.
The platforming in the game feels easy and intuitive, relying on a variety of springs, platforms, and spiky obstacles to avoid.
Running in the game feels sticky, meaning that the character continues for a step or two after you're done pressing forward.
The individual components in the game felt very familiar to me.
The multiplayer in the game feels like an after - thought however, with maps being lifted from the campaign and it not offering anything really unique.
However, the implementation of it in the game felt awkward; there were many times I had to sit and stare at the dialogue for a long time before I could understand what was actually being said.
The way Leonard and his crew interact in this game feels like a mix of a MMORPG title and Final Fantasy XII.
Over the years the commentary team have made some of most memorable moments unforgettable so to hear tired, pained commentary in game feels jarring.
The controls in the game feel very realistic and fluid.
Even though I spent 5 nights in the game I feel like I barely scratched the surface of what can be done.
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