Sentences with phrase «like core mechanics»

That's like the core mechanics that have to be there — that you're moving around in real time and then the once you get into the line of sight of enemies it becomes a turn - based strategy game.»
I highly doubt we will see faster speed of movement in the campaign, as that very much seems like a core mechanic integrated into how the DOOM beta plays.

Not exact matches

While Monero shares similarities with bitcoin, like mining and a blockchain as core mechanics, it has some big differences that help its users maintain their anonymity online, at least according to the currency's advocates.
The researchers used the equations of quantum mechanics to see how the mineral magnesium oxide — thought to be a constituent of Jupiter's core — would behave at Jupiter - like pressures of about 40 million Earth atmospheres and temperatures of 20,000 °C.
Clustertruck debuts on Switch retaining the «pure platform» vibe from the PC version, with the core mechanics working like a charm in portable mode.
Still, I like the anime - influenced art, the stylized (but simple) graphics and the strong core mechanics.
Id like to think they do nt hate all f2p, i thinks its the ones with «pay to win mechanics» built in to core gameplay e.g charging for health potions and weapons needed to get to higher levels....
Whether playfully running down hills with arms extended like a plane, slamming your cap against wooden crates to bust them open, or capturing a frog for the first time — an otherworldly experience that will be as memorable for Mario as it is for you — this initial playground presents the chance to get to grips with the core gameplay mechanics before Nintendo throws you into a wider sandbox.
The core gameplay in 7 Days To Die will be appealing and familiar to anyone who enjoys voxel - based crafting mechanics, open - world exploration and sandbox - approaches to gaming — similar to games like Ark: Survival Evolved, Minecraft, and Terarria.
Much like the demo of Omega Ruby & Alpha Sapphire before it, the story will be separate from the core game and introduce players to new mechanics.
Mechanics: 1969 351ci Windsor V8 Engine 650 CFM Carb Toploader 4 - Speed Manual Transmission Ford 9» Rear End - 3.50:1 Ratio - Posi Trac Front Independent Suspension - New Ball Joints - New Radius Bushings - Core Support Looks Great, Not Beat Up - Shock Towers are Solid w / Tag Rear Leaf Spring Suspension - New Shocks New Dual Exhaust w / Jet Coated Headers Front and Rear Drum Brakes Billet Distributor Rebuilt Alternator Newer Radiator New Gas Tank Parking Brake Is Enabled Body: RARE: Only 1 of 351 Sold w / this Color Combination Hood is Flat Black Like From Factory Hood is Flush w / Fenders Hood Scoop Hood Pins Front Chin Spoiler Yellow «Mach 1» Stripe Down Side Door Lips and Jambs Look Great Original Door Tag Replaced Weather Stripping All Around Rear Window Louvers Rear Trunk Spoiler Origi
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.
There are several core mechanics not available in the game's current version that looked like they could help diversify the gameplay and make up for the game's current shortcomings, but only time will tell.
My only complaints with Blade Mode is that the blue line which represents your swing can be a bit of a pain in the butt to see when the action is in full - swing and your desperately trying to slice everything up, and it doesn't always feel like it flows well into the core combat mechanics.
-- Takes place in the Aegis War — The Driver - Blade mechanic is gone — Instead you control characters like Addam, Mythra, Brighid, Minoth, Lora, etc. directly — They all have 7 Arts — Characters like Addam for example can't upgrade their weapons with core chips — Blade data for Jin, Haze and seemingly Malos exists, so they could be potential rewards — Datamine confirms that The Conduit is the Zohar (might just be a reference to its shape though)
The core gameplay in 7 Days To Die will be appealing and familiar to anyone who enjoys voxel - based crafting mechanics, open - world exploration and sandbox - approaches to gaming — similar to games like Ark: Survival Evolved, Minecraft, and Terarria.
Much like the demo of Omega Ruby & Alpha Sapphire before it, the story will be separate from the core game and introduce players to new mechanics.
Badman's core mechanic is frustrating in that you can't directly control your troops, so it feels like luck plays as much a role as skill.
Here the team took a platformer and made it feel almost like a rhythm game and continued their tradition of wordlessly conveying a relationship using the same core mechanics are the rest of the game.
With the promise of old and new fighters, reimagined core mechanics, not to mention an evolving experience thanks to free and premium add - ons, the new experience looks like a clear winner.
Aside from how nice it looks utilizing the power of the Unreal Engine 4, it combines resources gather and building that survival games have been known for, with third person shooter mechanics like Loadout or Battlefield: Heroes, and and core / tower defense mechanics like in games such as Dungeon Defenders and Orcs Must Die, but all mixed and adjusted to suite the game's design.
They're minimalist works of art, executed with laser - like focus throughout — from the core game mechanics to the storyline.
While the gameplay at its core still felt like a typical anime - based game, the combat and mechanics were surprisingly enjoyable.
What I mean about this is the core mechanics are really simple, almost to a point where it feels like a beatem up.
Flappy Bird focuses on one core mechanic, like most casual indie games, and excels at what it sets out to do.
For one, it's really just based on player positioning, while the other has more to do with the core mechanics of the game; Dead or Alive is a series that's supposed to look fluid and feel like there's a true 3D environment in a fashion that's very similar to Soul Calibur.
At the time, countless developers were aiming to create the next «Angry Birds» or «Farmville,» while studios like «Clash of Clans» maker Supercell were successfully developing a market for midcore titles, which borrow some more advanced game mechanics from core titles.
While retaining core series mechanics like demon negotiation and party - building, Innocent Sin was ultimately defined by its far greater emphasis on character and story over surviving long dungeons, eschewing the tradition of first - person dungeon crawling in favor of a third - person view of the ever - escalating insanity.
When big games like Uncharted 4 are praised for being so innovative yet sticking to their core mechanics and design, you can't really blame other developers trying to follow suit.
The first gameplay trailer for LA Noire has been released, titled «Orientation,» and showcases the game's core mechanics like searching for clues, witness interrogation, and action sequences like shooting and brawls.
Plagued with dodgy frame rates and what seemed like a heavily QTE based core mechanic, not the greatest... Read more
For some of those games, the social aspect is secondary, like a trading mechanic that is part of a game, but not essential, and for others the social aspect is one of the core gameplay mechanics.
While Ruiner is a top down twin stick shooter at its core, there is a healthy variety of combat mechanics available to switch up the game play to your own liking.
Like the previous games in the series, Final Fantasy XV is a very flashy Japanese RPG experience with larger than life characters, memorable villains, an interesting yet sometimes convoluted story, sturdy combat that when matched with the core gaming mechanics creates something very entertaining on the PlayStation 4.
The mechanics of swaying the controller were interesting to evade zombies and I liked the evolution of core mechanics for the franchise.
Once you wrap your head around the core mechanics, it definitely feels like its own experience rather than a Terraria clone.
This puts a great deal of stress on the foundation and core mechanics of the title, and thankfully Scholar of the First Sin not only delivers like the original, it improves upon it.
I suppose the thing that I like the best is the core mechanic of jumping from ship to ship.
As a pure form of puzzle game, this is one of those games that has a simple core and some fun little mechanics that make it look like it should be easy when it can really be quite challenging.
Don't get me wrong, the core racing mechanics remain the same, but you'll actually FEEL like you're driving these futuristic hover vehicles.
Much like its predecessor, it seems farting will be returning as a core gameplay mechanic.
Over the years, series like XCOM and Valkyria Chronicles have been steadily improving on the core mechanics of the genre, but still leaving plenty of room for games like Mario + Rabbids: Kingdom Battle on Switch to shine in the genre space.
You have to build a game from the ground - up with an idea like this... It's not magical code or anything, it's just thinking a bit outside the box on the core mechanics of the game, making sure that inputs work with low latency and don't have adverse effects.»
So we started working on the idea of mixing and mashing the two concepts together, with the core of Uridium gameplay, the fast paced action, the turn - by -180-degrees mechanic and huge capital ships as an ideal base for a Star Fox like third person shoot»em up with a gameplay twist.
Things like frequently changing his mind at a whim about core game mechanics long after they were supposedly set in stone, championing ideas that were clearly terrible and bad for the game, that sort of thing.
With Sonic's core mechanics focusing more on stopping and killing enemies without any way of being able to keep to the old play style where you raced through levels at high speed, was a real disappointment for many fans and it made it feel like the franchise was heading in a direction we didn't want to go.
As I recall, Armored Core 1 wasn't too much different either... I would say that even though the game mechanics have changed, AC4 is still 90 % like AC1, and all other AC games like it.
I haven't played anything quite like it and whilst the core gameplay mechanics will probably feel familiar to anyone who has played a walking simulator before, the neat little touches that the use of echolocation brings ensures that you'll be intrigued enough to see it through to its end.
We are in the process now of fine - tuning the Sandstorm PC core mechanics to feel like a seamless transition from Insurgency.
Hitman GO was built to incorporate the franchise's core mechanics (those seen in the brand's many console games), like disguises, distractions and weapon variety, but offers the simplest possible game to appeal to the most players.
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