Sentences with phrase «like game progression»

Not exact matches

«I feel like I'm making the progressions in my game, I'm getting better every year, and... if I can do the right things and keep sticking to our practice plan and what we're doing on a daily basis, then I feel like a major could be in store for this year.»
It will a game where a strong midfield will be necessary against the likes of Bastian Schweinsteiger, Javi Martinez and the craft and guile of Toni Kroos in order for Arsenal to stand a fighting chance of progression heading into Bavaria for the second leg.
In the end I like this game but online play can glitch your missions to never complete and **** up your progression.
However, the GamePad, even if it doesn't feel like the linear progression of game console technology we'd expect, does feel like a futuristic leap.
Even with some outstanding in - game action and combat, the progression system falls flat in more ways than a game like Destiny 2 can afford.
What I liked was the progression of the game - you start with some pretty simple parks and tasks and you move your way up to the X-Games, which is just an amazing experience.
The new armour progression system will allow you to create super-powered suites of skills that feel game - breaking compared to the limits Low Rank let you believe were actually real - you saw the sky, but Monster Hunter saw a painted ceiling, as it laughed at you from its glistening tower in space like a mad - faced Bond villain - but you'll have to grind like crazy to acquire the perks you need.
Unfortunately, there isn't as much character progression as there is in other River City games which is especially disappointing considering the RPG - like setting of Knights of Justice.
I still come back to this one from time to time, because4 I love the whole clicker progression, but like having a actual game to play while collecting all those glorious space bucks by mining different planets.
They both felt like games you could play casually with friends, but any real progression would have to be done solo to be efficient about it.
Like previous Monster Hunters, Monster Hunter: World is an action role - playing game with a focus on hunting monsters, equipment progression, and skill - based combat.
Humans Must Answer severs that connection in favour of a progression system that feels more like a first - person shooter or role - playing game in its pacing.
Progression is very slow - paced but impactful, so you steadily feel like you're becoming more powerful as you get better and better at the game.
Exchanging the old progression system linked to Gym Leaders in favor of the far more interesting and varied Island Trials, adding Totem Pokémon, making Wild Pokémon battles less predictable, filling the world with detail and secrets to discover, and giving story and characters an expanded role are the key features that make Pokémon Sun and Pokémon Moon so refreshing that they may even be enjoyed by those who didn't like previous Pokémon games.
The types of creatures appear one after the other, gradually getting more and more fearsome, rather like the progression one makes in a computer game.
The opening sequence of «Captain America: The Winter Soldier» owed as much to «Metal Gear Solid» as to anything from the comics, while «Snowpiercer» both appropriated some of the tone of «Bioshock» and was structured very much like a video game: the sense of forward progression, of discovery, even including occasional boss battles (what is Alison Pill's schoolroom sequence if not that?).
It is a wonderful, and in many ways, odd mixture of genres like focusing on Metroidvania for exploration, point and click games for the main story and quests while also offering brawler combat with an RPG progression system.
Now - quaint photos of systems like the Atari 2600 and Nintendo Game Boy — not to mention soon - to - be-quaint systems like the Wii — are fun visuals as Kaplan describes the progression of animation from crude to sophisticated and questions games of the future.
Combat isn't the most challenging so it never feels like you actually need to upgrade your limited weapon selection, which is a shame given that going back to explore locations is based around getting Salvage and parts, but once again it lends a nice sensation of progression to the game, and the visual changes that come from building better versions of your gear and upgrading are nice to behold.
Playing it basically twice back - to - back (once for normal progression and a second time for speed trophies) made me realize how much of the game doesn't really take advantage of Rayman's many abilities unless you try and speedrun it, but even then, I felt like they could have done more.
For one thing, you get no rewarding feedback from the game to feel progression like you would in other games.
As much as it pains to me to say, I am going to have to insist that this game is like Dark Souls, what with the cribbing of literally their entire stage and character progression systems from it.
I beat the game in about 6 hours and felt like half the time I was either walking through environments with no gameplay and no story progression, or watching boring cutscenes.
The game's method of progression was designed in bad fashion and acts more like painful torture that buyers are subjected to before unlocking the actual game.
Basic progression in this game is pretty much like in any oldschool RPG.
, Shy Bunnies follows a similar logical progression of «What about an entire multiplayer game centered around stomping in a giant boot like Super Mario Brothers 3?»
One of things I really like about the game (and its predecessor Far Cry 3) is the neat, clean and organized progression interface that shows you so clearly what you've completed, what you have left and at what points you will unlock the next achievements and rewards.
Like previous Monster Hunters, Monster Hunter: World is an action role - playing game with a focus on hunting monsters, equipment progression, and skill - based combat.
I liked it well enough, and there's no doubt that the game walks a great line between series progression and stability — it would have been the game Secret of Mana fans hoped for, without doubt.
Apart from the basic tower defence aspect to the game, there is, of course, the RPG - like progression system which allows you to customise and level not only your character but your towers to making some of those harder maps a little easier.
Like, one gave you early access to the Ford Bronco, but the Bronco unlocks through normal game progression too.
This feels like the pale shadow of a Ratchet & Clank game, from the gunplay to the RPG progression to the level design to the artwork to the unlockables.
The intense difficulty of the genre is still present, but it's the game's addicting sense of progression, a feature not often associated with a rogue - like title, that sets this game apart from the rest of the pack.
It's a cool, alive - feeling integration of the online infrastructure, and you can stop every Mii and look at their progression in the games — percentage complete, stamps and trophies earned - or just reply to them on Miiverse, see their profile and «Yeah» their post (which is essentially just a Facebook «like»).
I don't give too much away like specifics, but there is a game progression.
Even though it has an upgrade system for Dante, it never gets easy in its second half like many other games do in the face of character progression.
Diner Dash is a game about expansion (see expansion heading above) just like capitalism is a model of continual progression.
There's a hell of a lot more care been taken here with pacing and progression, but if you play it like any other zombie game, charging into the fight immediately, then you're just going to wonder why it's so terrible.
While that game kept much of the series» retro feel and design, moving combat and monsters to 3D felt like a logical step of progression.
Vertical progression would be how you describe a game like Destiny 2.
Mechanically, that's most felt in the game's streamlined progression system, which trades out the crafting, upgrade trees, and a traditional XP system for a «challenge» based structure that rewards you with perk points whenever you complete certain tasks, like completing the aforementioned «stashes,» racking up kills with a specific type of weapon, traveling a couple of kilometers in the wingsuit, or completing stages in the game's «Far Cry Arcade» mode (which offers both traditional multiplayer and a level creator that functions as a sort of Mario Maker for Far Cry levels.)
I grew to quite like the new combat system, as the removal of class restrictions on learning abilities allows a level of flexibility in character progression well beyond that of previous games.
Naturally, the remaining multiplayer modes in the game are very well made and due to the overall co-op focus of the main campaign feel like a natural progression.
For Chaos on Deponia Daedalic have gone with a slightly more open structure to their game, allowing you to solve several different puzzles in whatever order you like rather than the first game's more linear progression.
The career mode — like the centrepiece of any great driving simulation — has always been all about the grind, and the ever - contentious addition of micro-transactions initially seems like it's going to negatively affect the game's core sense of progression.
«If you do it like that, then you won't get tired of the open - world, and as the whole game becomes more focused, you can enjoy a traditionally Final Fantasy - style progression
In this respect it's similar to games like Rogue Legacy where death is an opportunity to alleviate progression issues by ensuring that the next time you tackle the stages you'll be better prepared.
I like the progression of earning credits to purchase new cars in Gran Turismo, or ripping up unorthodox environments in the more free - wheeling Forza Horizon games.
With no leveling and no substantial progression system, the title rewards for raising your reputation with the various guilds and working towards the status of Pirate Legend may seem like a hollow goal when loot and upgrades are such staples in modern games.
If you like fighting games with blood, violence, and a sense of progression, you will likely come to adore Spartacus.
a b c d e f g h i j k l m n o p q r s t u v w x y z