Pausing real - time combat to allow for strategic gameplay is just fun; taking a step back to assess the situation and create vantage points for your party members is
just great game design.
Not exact matches
I
just can't shake this feeling that the
game was
designed to kill hours on the phone, and for me it
just doesn't translate into a
great home console experience.
As a man who has interest in
game design this
game is a
great lesson in how it's done, as a
gamer this was a
great game to play and as a long time fan of the series I was
just so happy I got to play this
game.
Those
games were
great when they came out, but
game design has evolved so much over the years that playing something that feels so dated and, in a way, broken is
just not permissible.
To start off, the Co-Op portions of the
game are
just amazing, they work so well and you can truly see the
great portions of the
game by
just sitting back and taking in all of the
great level
designs that were incorporated in the
game.
Unsurprisingly excellent.
Great level
design, visuals, sound and powers.Enemies are tougher with decent A.I.There are a lot of nooks and crannies to explore, expanding the
game if you wish.If anything could have been better, it would have been a mission that only Corvo could play, and that only Emily could play inserted around mission 5 or 6 to make the
game just a bit more of a compelling replay experience besides a low / high chaos run.Changing the voice of the Outsider was very jarring and a mistake.Overall it's a
great addition to the franchise, albeit with several huge errors on the part of the devs.
Many
games have
great sound
design, not
just Red Dead Redemption, but in my opinion, Rockstar's
game is one of the best examples of
great sound
design in video
games.
It's hard not to pine
just a little bit for some fresh ideas, but the improved
design and
greater respect for the player goes a long way to making this
game feel superior and fresh over its predecessors.
I'm not going to spoil any of the
game's strange twists — but suffice it to say that the level and enemy
design is based around an «everything but the kitchen sink» concept which would seem sloppy and desperate in a less entertaining and technically accomplished title (koff... Comic Jumper... koff), but here it
just feels like the developers had so many
great ideas that they couldn't bear to leave one out of the
game.
The
greatest games of all time have always met these criteria: 1
great new ideas and
design innovation of its time 2
great cutting edge
game play ideas and innovation of its time 3
great cutting edge graphics innovation of its time Not
just review scores There were pre Metacritic
games that had these..
The Verdict: 4/5 —
Great As a Terry Pratchett fan, and as a board
game lover, I have to say that this is a well
designed, easy to learn and fun
game with
just enough lashings of strategy to keep you coming back for more.
It should be studied by aspiring developers, serving as an example of
just how powerful
great game design can be.
You can rest assured that the
game features
great mechanics that bridge the two formats perfectly; this isn't
just Velocity with a platformer bolted on, it's a new
game designed to use two gameplay formats.
This particular fan
game out of many out there is
just fantastic, one that combines classic visuals and effects and presents them in a 3D world in amazing quality, with the world itself being a lot more open ended that what we usually get, and it's a beauty with
great design.
It's hard not to pine
just a little bit for some fresh ideas, but the improved
design and
greater respect for the player goes a long way to making this
game feel superior and fresh over its predecessors.
A
great day of individual and panel presentations, posters, and
game demos is planned for the conference on themes ranging from gaming in the humanities,
games for social justice, and
game design in the classroom,
just to name a few.
Those
games were
great when they came out, but
game design has evolved so much over the years that playing something that feels so dated and, in a way, broken is
just not permissible.
Overall, the visuals are nice and the character
design is
great if technically lacking,
just like every other Fable
game.
As a man who has interest in
game design this
game is a
great lesson in how it's done, as a
gamer this was a
great game to play and as a long time fan of the series I was
just so happy I got to play this
game.
❋ TapScape review: 10/10 «
Great Little War
Game is just that: a well - designed and enjoyable tactical war game perfect for those who enjoy the lighter side of virtual warfare.&ra
Game is
just that: a well -
designed and enjoyable tactical war
game perfect for those who enjoy the lighter side of virtual warfare.&ra
game perfect for those who enjoy the lighter side of virtual warfare.»
It is
just that naturally a smaller and tighter focus in a
game's
design largely has the benefit of being thoroughly examined in the development process, with a far
greater degree of quality assessment and overall attention when the end product hits the shelves.
But probably i was
just to spoiled by the
great Pixel Junk Racers, with its totally goal driven
game design (and damn hard difficulty curve).
The environments, although much more linear then in other
games have beautiful textures,
great design, and
just the same old
great God of War feel that we have become accustomed to over the years.
Everything about the
game, from the colorful palette, the sound
design, the music, the levels themselves and the new ideas and tools it brought to Mario's disposal, is top quality and ranks among not
just the finest Super Mario
games or the finest SNES
games, but stands as one of the
greatest games of all time.
The
game's level
design is simultaneously impressive and underwhelming, as things look
great, and each new area is palette - driven pimp slap to your brain, but the paths themselves are carefully guided, falling
just short of the open sense of exploration the genre typically offers.
Level
design aside, there's plenty else to like: the
game's arsenal makes you feel like you are delivering devastating punches with every hit, the dialogue between Cooper and BT is strangely endearing, and it's
great to hear accents that aren't
just generic American or British.
This means an entire
game's art
design can be created by
just one person - as is the case with Ubisoft's other current UbiArt project Valiant Hearts: The
Great War.
Being somewhat limited in my freedom to be entertained as a kid, for many years of my life, gaming served as a diverse means of escape for me away from the trappings of a mostly mundane, repetitive life, at the end of the school day I would often think to myself «alright... so what are some of the good things that I have to look forward to when I get home...», one of the first things that I would do as soon as I got home after school was play FINAL FANTASY on PlayStation, I would eagerly walk home as quickly as I could
just so that I could continue playing from the part where I had last left off the day before, as pathetic as this may come across, I can confidently say that many of the happiest moments that I have had in my life have been while being utterly enthralled by the developments in the
games, I think that reminiscing about aspects of a video
game with
great fondness is a hallmark of an impactful form of entertainment, I would often be so «in the zone» while playing that anything aside from what was taking place on the screen would become completely null and void in my mind to the point where I forget that I was playing a video
game, even though I did not live the events of the
game, I can emphatise with them as if I had, that is the sort of impact that the emotional depth of the story, the characters, the music, the
design and the overall world of the series have had on me, what appeals the most to me is that FINAL FANTASY allows us the luxury of divorcing ourselves of our current reality to assume that of a world of fantasy for a precious moment in time, which is a sentiment that makes me wish that our world as whole had a little more «FINAL FANTASY» within it so as to make us all want to wake up as soon as possible to enjoy another day
Plus it gives you some
great game design to help you figure out the purpose of the spear and not
just cram it down your throat.
These repetitive images are not an accident; they are
designed to illustrate
just how frustrating it is to see, over and over, the fatal flaw in an otherwise potentially
great game.
Brett Lowey — This one doesn't entirely count, because Brett is an established
game developer, but I
just really appreciated that he wrote this
great piece on his «
game design commandments».
Providing players with intuitive gameplay systems with
great synergy, freedom to approach combat how you want and
game design that rewards creativity are
just three ways that Prey succeeds.
Tight jumping and combat mechanics, wonderful music, incomparable enemy
designs — the
game just kept piling
great moments on
great moments: Super Shinobi III.
Why To Get It:
Great level design, platforming, fun multiplayer, great use of the Murphy mechanic, beautiful graphics, awesome music, and is just an overall polished
Great level
design, platforming, fun multiplayer,
great use of the Murphy mechanic, beautiful graphics, awesome music, and is just an overall polished
great use of the Murphy mechanic, beautiful graphics, awesome music, and is
just an overall polished
game
At the end of the day SteelSeries has
designed a mouse that is
great for MMO and MOBA
gamers or people who
just need a lot of buttons on their mouse.
I think a lot of people underestimate the value of
great sound
design for a
game and
just how much it actually effects someone's overall gaming experience.