Sentences with phrase «key gameplay points»

Key gameplay point: Don't get hit.

Not exact matches

When I reviewed Grand Theft Auto IV last year one of the key points I wanted to drive in the review was that not only was this an amazing action game but it made the open world or sandbox style gameplay come to life in a way that had never been done before.
This kind of works at first; the small areas are more conductive to the tight, combo - based nature of the gameplay — every «naughty» act gives you points and raises your combo, and chaining your behaviour into one long spree of mayhem is the key to the elusive in - game Platinum trophy.
You missed the point, those two system ARE N'T JUST about the exclusives, they have MAJOR third party support & that's key to winning next gen. Third party games are becoming more & more appealing, not to mention that the Wii spark (which made it the best selling console last gen) has died, no one looks at the WiiU and thinks: «Wow, I like the new touch screen controller» because believe it or not, it makes it hard for you to focus from one screen to the other & that doesn't work well with a console that needs to be hooked to a TV (games that support switching gameplay from the TV to the controller are great though!).
Divnich took several of GTA's key «selling points» in to account, including: downloadable content, mass - marketing, multiplayer, graphics, sandbox gameplay, strong install base, and then compared GTA to other multi-platform games that have similar selling points (Rainbow Six Vegas 2, Army of Two, and Devil May Cry 4).
Alas, as seems to be a key trend with this franchise, the game turned out to be a pretty yet hollow experience and really hammered home the point that great visuals will never be a good substitute for good gameplay.
Further enhancing and solidifying key mechanics of gameplay found today, examples being gaining unlocks from COD points.
With no clear indication as to the audience it is ideally designed for, with the difficulty clearly too high for children and design points proving too childish for adults, monotonous gameplay throughout, and overly basic mechanics making up its key aspects, Switch — Or Die Trying is likely to be a title many will quickly forget.
The story line is all over the place other than a few key points (and some fanservice I'll never forget), the gameplay is «wham, bam, thank - you - ma» am» over in less than two minutes for pretty much every single player mission, and it's very basic in its options.
The key point that we learned from that experience is that the world building we do needs to connect with the gameplay.
It's important to point out that this won't be a carbon copy of SOCOM 2, but will instead be a «spiritual successor» to the franchise that embodies a lot of the key components and gameplay elements that made the SOCOM titles so engaging and tense.
When it comes to gameplay and controls, Shadow is War is essentially the same as its predecessor but with a few key points of emphasis.
Furthermore, multiple game features point back at that key challenge of taking cover, making the whole experience coherent and consistent: Shields that let you plant a cover where needed, enemy to be used as meat shield, invulnerable rock worms to hide behind as they move which let you access a vantage point... All contribute in and deepen the concept of cover, lending a symbolic nature to gameplay that make it a focused learning experience.
When I reviewed Grand Theft Auto IV last year one of the key points I wanted to drive in the review was that not only was this an amazing action game but it made the open world or sandbox style gameplay come to life in a way that had never been done before.
To mark this milestone, Untold has released new screenshots and a gameplay video that explores the «purple VR world» experienced within Loading Human during key points in the storyline.
Gameplay is point and click, requiring more menu navigation than complex key controls.
Iron Harvest looks like it's gameplay is very similar to Company of Heroes, with you controlling squads of men and vehicles, moving them around the battlefield, trying to take key strategic points.
Mobility is a key element of Ascend's gameplay, with players able to run along walls, double - jump, and even use a grappling hook to quickly reach elevated vantage points.
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