Sentences with phrase «interesting mechanic in the game»

It's not perfect, but it's by far the most interesting mechanic in the game and offers up replayability.

Not exact matches

The mix with Monster Hunter mechanics works in the end, as the part MMO, part hunting - game combat system delivers some depth and interesting twists.
Gameplay mechanics are incredibly solid and functional, so the game is capable to involve gamers interested in football and street football equally.
It's kind of fun game with interesting new mechanics, rich battle mechanics, addictive exploring in the open world, but one thing at the main plot just ruin everything for me.
It's kind of fun game with interesting new mechanics, rich battle mechanics, addictive exploring in the open world, but one thing at the main
Far from limiting itself to a pack of goodies for your Sims, World Adventures opens new horizons for Sims players, introducing them to new game mechanics and new places that reinvigorate the game and make it more interesting and rich in content.
Combat is sufficiently difficult (in parts) to make it interesting and the game mechanics are very good.
With its interesting time - control mechanic and relatable protagonist, Max's tale is off to a strong enough start to suggest that Quantic Dream and Telltale are in danger of being beaten at their own game.
I have gotten used to the gaming mechanics and I know what to expect and this takes away the excitement, so I do nt think I am interested in buying this game to play it again.
The game is cute and I'm always interested in how developers implement team / partner mechanics in singleplayer titles, but Majin just isn't doing much for me.
While this interesting new mechanic may be the biggest new feature in the game, developers Bandai Namco have ensured that everything else you'd expect from the Ridge Racer series is present, such as stunning graphics, an exuberant electric soundtrack, and a whole host of cars that can be unlocked throughout the 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.
It's disappointing, however, that Akuma is the only character in the game to make use of these new and interesting fusion gameplay mechanics.
Full reveal is coming tomorrow, on April 20, but we have couple interesting details about the in - game items and core mechanics that will make Code Vein unique.
The Gameplay you played was smooth and fast but did you know some interesting facts about the pro game mechanics tricks in Metal Gear Solid V: The Phantom Pain?
For me the most interesting types of game comic are those that make specific use of key characteristics of the form of comics in the mechanics of their gameplay.
I feel like there's a core mashup of mechanics that could very well stand the test of time — that kids have been playing with toys forever, and kids have been interested in video games forever, and that we had found this very powerful way to bring them both together.
In the first level it wasn't used too much and if they keep it at the same level throughout the gameplay, it will actually be an interesting game mechanic and not a gimmick.
However the platforming game has an interesting mechanic in which the hero, Baby Upa, can inflate his enemies and use them as platforms and weapons.
We discuss Tzufit's interest in Super Smash Bros. 4, as well as Goat Simulator: The MMO, Dragon Age: Inquisition's passel of women, as well as the mechanics of progress in video games on Gamasutra.
While I could write an entire paper on the combat mechanics in AA (don't count on it; I'm stupid busy lately), I found that as the game progressed, I was much more interested in something else, and it kinda came at me by surprise.
I am very interested in the game mechanics and expansive map that will allow players to either work together or go «Rogue.»
The game attempts to keep things interesting by adding mechanics to the mix, like fruits that split or must be sliced various times and objects that must be collected in order to appease some foodimals, but even those either come in too late in the game's campaign to make a difference or serve no purpose whatsoever other than to force you to replay levels in order to unlock useless stuff.
The levels in this game feature interesting design and mechanics, although some can be very hard, it's never too much to stop you from playing.
In our review of the game, our man Rory says: «None of the game's environmental puzzles require much brain power to solve but thanks to the various mechanics at play they remain interesting.
The game is trying to deliver an old school arcade feel to the game while still being fresh by providing the mention coop mode, a variety of weapons, abilities and gameplay mechanics, and it's set in a type of game mode where you restart from the very first level each time you start the game or die, while still keeping it interesting with enough diversity to make every play session entertaining.
The game has been in the works for quite some time, so it will be interesting to see how BioWare managed to improve the series» mechanics since Mass Effect 3.
In treating a game's systems (mechanics) as ecosystems in which a player is free to use the mechanics at their disposal in a game world that is fully capable of reacting to them with depth and consistency (which, as counterintuitive as it sounds, often ends up creating interesting unpredictability for players), we start seeing games as true worlds for players to discover not just visually and thematically but in play as welIn treating a game's systems (mechanics) as ecosystems in which a player is free to use the mechanics at their disposal in a game world that is fully capable of reacting to them with depth and consistency (which, as counterintuitive as it sounds, often ends up creating interesting unpredictability for players), we start seeing games as true worlds for players to discover not just visually and thematically but in play as welin which a player is free to use the mechanics at their disposal in a game world that is fully capable of reacting to them with depth and consistency (which, as counterintuitive as it sounds, often ends up creating interesting unpredictability for players), we start seeing games as true worlds for players to discover not just visually and thematically but in play as welin a game world that is fully capable of reacting to them with depth and consistency (which, as counterintuitive as it sounds, often ends up creating interesting unpredictability for players), we start seeing games as true worlds for players to discover not just visually and thematically but in play as welin play as well.
This EarthBound / Mother series - inspired game does a lot of interesting things with narrative, gameplay mechanics, playing with expectations, and most notably, making it possible to beat the game without killing anybody in what is known as a «pacifist run.»
The camel on top is considered in the lead, and that mechanic combined with the randomness of order and movement makes the entire game of probability very simple to visualise, but rather interesting as a game of chance.
Now don't get me wrong, all the hallmarks of a Compile Heart game is present in Mary Skelter: Nightmares: interesting setting, fantastic art, a diverse cast, unique mechanics and, of course, fanservice; however, even those might not be executed in the way you might expect.
EGW stands for «Experimental Gameplay Workshop», a presentation session during the Game Developers Conference (San Francisco, California) where we display a selection of games that are interesting, surprising and explore original game mechanics or use them in an unexpected Game Developers Conference (San Francisco, California) where we display a selection of games that are interesting, surprising and explore original game mechanics or use them in an unexpected game mechanics or use them in an unexpected way.
I'm not going to go into extreme detail with this review because it's still Mario Kart 8 at its core, and if you've had any interest in the game since it originally launched on the Wii U, chances are you've played it and you understand the basic mechanics.
There's also an interesting core mechanic highlighted in the game's title — switching physical form.
So when we got some hands - on time with both games at the NYCC this year we were far more interested in what was new rather than if the game's mechanics transferred over well.
Still, the feature works because Shane the writer shows off his deep fighting - game knowledge, asking Ono intelligent questions (covering everything from combo mechanics to Chun Li's thighs) and keeping things interesting despite the monotony of the screenshots, all featuring the same characters fighting in the same battle scene.
Grimoire cards were utilised in the first Destiny to tell back stories albeit through Bungie's website instead of actually within the game; which was the downside of an otherwise interesting gameplay mechanic.
I'm an oddball in that I enjoy making games with interesting new game mechanics.
The Splits is a collection of action games that has grown out of my longtime interest in experimenting with new action mechanics and control schemes.
Those of you with an interest on the origins of Bangai - O's game mechanics and how it relates to the rule sets of mecha anime series, please feel free to read our in - depth feature on the first two Bangai - O games.
Developed by Kojima Productions and legendary action game developer PlatinumGames (of MadWorld and Bayonetta fame), Metal Gear Rising: Revengeance originally cut a bloody swath across the Playstation 3 and Xbox 360 back in February and received praise for its over-the-top action and interesting «zan - datsu» sword mechanics.
This is truly a symptom of many AAA games, taking on too many gameplay mechanics, that although interesting, are not fully developed to the extent that they should be in the final product.
With so many different properties to pull from, I think a lot of people would be interested in taking one of those games for a spin in light of how well the flight mechanics work.
Every once in a while, a game comes along that brings something revolutionary to the table, such as a new gameplay mechanic, an interesting method of storytelling, a new type of control scheme, or any number of other innovations.
To summarise, Ash of Gods looks to be shaping up to be a fantastic successor to the Banner Saga and any fans of the genre should definitely take a look at this game, if not for all the interesting game play mechanics, then at least for the story that pulled me in within the first ten minutes of the preview.
But it is an interesting mechanic in its own right, and it does distinguish the game from the rest of the genre.
You can also give what you grow as gifts to a series of characters in a very tacked - on relationship - building element of the game, though this mechanic is pretty much pointless as it doesn't lead to anything interesting with any of the characters.
Fighting game fans are interested in understanding deep gameplay mechanics and finding ways to creatively use the systems to take games to another level with through mastery.
Both are interested in system design, have grassroots community backgrounds; both appreciate well - crafted game design, mechanics and both understand that games are only as fun as the people you can play with and talk to.
The missions are different, but the core mechanic is always the same; one of the reasons why my interest in impressive games is fading away.
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