Tales Of Graces f is a JRPG that feels the weight of time but proposes
an interesting gameplay structure, fresh and able to satisfy long time fans of the genre.
Not exact matches
Mixing the
structure of a MOBA with the
gameplay of a Twin - Stick Shooter Armature Studios delivers an unusual and
interesting arcade.
The team assembled a less frenetic
gameplay, and peppered the game with
interesting features, improving a solid
structure that continues to consolidate over time.
I can appreciate the ambiguity that the developers have tried to achieve here by presenting the narrative in a non-linear
structure, but it is also marred by a
gameplay that is repetitive and doesn't have anything
interesting to offer so it unfortunately doesn't work as intended.
The Apostles has some suspect writing at times and the story makes some logical leaps where it feels like whole cut - scenes are missing, but we get the same great
gameplay mechanics of the base game while throwing in a
structured three - arc setup that introduces some
interesting characters.
Lego Indiana Jones 2 did some really
interesting things with the
structure of the game, particularly with people who are completionists, because they appreciate the way that the hubs told the story of those movies through really focused
gameplay sections with a lot of freedom in the way that you accessed that game.
The Apostles has some suspect writing at times and the story makes some logical leaps where it feels like whole cut - scenes are missing, but we get the same great
gameplay mechanics of the base game while throwing in a
structured three - arc setup that introduces some
interesting characters.
Let's look at how balance between variability and
structure can provide
interesting gameplay.
Pros: Captivating aesthetics,
interesting mix of
gameplay mechanics Cons: Shaky poetic
structure, narrative feels rushed
One incredibly fun feature is the ability to walk on walls with gravity - bending boots - players can build bases, bridges, tunnels and mine shafts without regard to any given orientation, which can lead to some mind - bending
structures and architecture, as well as many
interesting gameplay situations.
What's
interesting is while so much of what Galak - Z does from the core
gameplay loop, to the episodic level
structure, to the aesthetic hinges on a blatant use of nostalgia in the way that usually ends up leaving me so empty.