Sentences with phrase «like gameplay where»

This leads to an almost basketball - like gameplay where one player runs through the whole pitch (running with the ball oddly enough doesn't seem to slow down players in FIFA Mobile) and either shoots himself or crosses for a header.
I like the gameplay where you can either use stealth and kill people by hand or go in guns blazing and wait for the enemies to hunt you down.

Not exact matches

Might be very effective against team where our gameplay can not develop like against stoke.
I am a huge fan of the original Prince of Persia trilogy, and when I heard about this game I was a little worried that they would change to much of what made the original games great, and I was right, the gameplay has been completely destroyed, platforming is awkward do to too may actions being mapped to the same buttons, combat is tedious and unenjoyable, it's EXTREMELY repetitive, having to search around for light seeds just to advance the plot is stupid, and do to the fact that you can't really die the whole game just feels like trial and error, and the new Prince character is completely unlikeable, while they messed up most of the game it's got some good things going for it, the voice acting is solid, the graphics are beautiful, and the ending does have interested in seeing where the story goes from here, but I'm not sure if I want to pick up the next game they come out with, this was a huge disappointment and isn't worthy to bear the Prince of Persia name.
It feels like an early alpha version where the gameplay hasn't been tested yet, bugs haven't been fixed and everything looks unpolished.
The game is empty and boring, it tries to be an open world gamebut it's pretty linear and it lacks of a decent gameplay, unfortunately it's another interactive movie, it feels like you're watching a movie instead of playing a game, it tried to be a witcher 3 / zelda wannabe but it comes no where close to any of them, the onlything this game brings is graphics and nothing else.
The gameplay is where the game does great, and it may not feel like the old valkyria games, but if you take off the nostalgia glasses,
I love resident evil series, i du n no why the 0 game is not very loved like others but this game has innovated with the elimination of item boxes, this means that is more difficult do speedruns and will need a little more strategy to beat the game without backtracking a lot, is also the only game of the ancient gameplay where «hard» is really f*ck * ng hard, i love this game more than 3 entry.
It's stupid to compare Sonic Forces to the likes of Sonic 2006, Lost World or the Sonic Boom games, but if you want a gauge of where Sonic Forces sits, in terms of gameplay and style its closer to Sonic Generations and Sonic Colors — where 3D gameplay follows Sonic from behind, along strict pathways and side scrolling gameplay features 2.5 D visuals.
And — also like all good games in the genre — the beauty of that gameplay comes in once you're on higher difficulty levels, when the notes are coming fast and furious, and you get into a mental zone where it's just you, the music, and your ability to keep up with the pressure.
«I think the gameplay story above sums up what our goal is, we want to create a living world where cats act like cats and the player as well as the cat's actions actually matter,» McMillen said.
Whilst there seems to be an underlying strategy to ZombieSmash in deciding where and when to use your special weapons, particularly as some weapons combine to do additional damage, as a castle defense game that incessant flicking - like - a-madman gameplay is unescapable, and is ultimately what turns people away from the genre.
Thankfully, Super Bomberman R feels like the same old gameplay where you strategically place bombs, hide, and hopefully emerge victorious.
You could technically compare Monster Hunter: World's gameplay loop to something like Destiny, but where you can blink and miss Destiny 2's main campaign, Monster Hunter: World's main story takes time, giving you ample opportunity to get lost investigating and hunting monsters on your way to taking down the final, most powerful monster.
The game controls like a traditional side scrolling platformer where the gameplay is taken directly from the classic Wonder Boy game.
Gameplay shifts between a «Field Phase», where the monsters are free to move around the arena, and a «Duel Phase» where the aforementioned Tekken - like action takes place.
Definitely seems like one of those games where most reviewers didn't put the effort in to actually learn the intricacies of its gameplay so they complain about difficulty spikes, etc..
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.
Titles like Titanfall and Evolve are testing grounds for me, where developers are getting the gameplay and formula right, and then they'll work on how they can improve the story - telling.
With the exception of some odd quicktime events like altering the trajectory of the ball while it soars through the air, running drills and playing 7 on 7 or full 11 on 11 games feels better than ever, and is certainly where the gameplay shines brightest.
There were aspects that I really did enjoy, but overall I found quite a bit of the gameplay to be rather slow — and in a game where I'm hunting monsters, I felt like I should have been moving faster, even when my character was running.
A game like MH would have been much more popular, in the West, pre-2002, before games began an inexorable slide into laughable difficulty territory, where rewarding gameplay took a backseat to «epic» storylines and grossly dumbed down gameplay.
Where can you go after legends like Magic Johnson are revived on - court with contemporary gameplay flourishes?
That's where the details end and it looks like we're getting back into the exploring and decision making gameplay that was absent in Operation Anchorage.
It feels like it's merged into a very integrated experience where it's working on a gameplay level and on a graphical level and on a narrative level at the same time.
In a game where everything is supposedly fraught with deeper meaning, this feels like a cheap attempt to extend gameplay.
Like the previous LEGO games the plan is a simple one; take a well know franchise and turn the entire thing into a LEGO version where the characters are mute and must convey everything through sign language and odd sounds, plenty of humour and lots of gameplay which is pretty much a genre unto itself.
Lara's brutal yet clumsy stealth kills simply help to seal the illusion that's she's desperately trying to survive, rather than coolly just blasting through enemies like they're barely even there.It's a shame that there's not more open combat scenarios as I found them to be far more enjoyable than the plain shoot - outs where it came down to simple whack - a-mole gameplay.
Unless the game is nothing but a pair of breasticles on screen, it would be nice to know where this interaction is happening and, shockingly, what the actual gameplay will look like with the tech in motion.
Not that this bothers my kids much, as they haven't really worked up the courage to leave their own house yet, but they like to watch me play and boldly go where they won't — however, the glitchy mechanics and less - than - compelling gameplay makes me much more reluctant to indulge them.
Throughout the game, fans will pass — and potentially purchase — iconic Mario Kart - themed properties such as Rainbow Road and Bower's Castle while facing familiar challenges like dodging banana peels, tossing shells, etc. along the way Fans can choose from Mario, Princess Peach, Luigi, or Toad Mario Kart character tokens To introduce a Mario Kart themed layer of competition, landing on or passing «Go» triggers a race where players compete for the coveted «Grand Prix» card As seen in the Monopoly Gamer Edition game, each Mario Kart game token has special powers and abilities to use during the gameplay (e.g. when the player with the Toad token rolls a «Power - Up Boost,» all players must pay him or her 1 coin) and Players can purchase additional «Power Pack» tokens later this fall to take their game play to the next level and collect additional characters, including Bowser, Rosalina, Shy Guy, Metal Mario, Donkey Kong, and Yoshi.
This gameplay feature is absent from most narrative - driven games like Telltale games where choices are mostly permanent and you can't change them.
The gameplay in Octodad can only be related to games like QWOP or Surgeon Simulator, where an otherwise seemingly simple task, such as walking or picking up a small object, becomes a challenge in its own right.
There are some interesting set pieces where gun fire erupts across the current setting, but as engaging as those are the firefight missions completely ignore other gameplay elements like tactical orders and flanking.
The gameplay in the single player campaign is extremely monotonous to the point where actually finishing the game feels like a chore.
Every Far Cry since 2012 has felt like the same game with only slight changes, which was most apparent in Far Cry Primal where they removed the guns and vehicles but couldn't stop the gameplay feeling identical.
Sure, there are instances like with Hyrule Warriors, where the Game Pad enhanced the gameplay experience, but then, there are instances like with Star Fox Zero that greatly diminished it.
Difficulty adjustment that comes from qualitative gameplay differences, like the example you give where Mario has to replay a challenge without his hat powers, is much more effective because it encourages experimentation with different mechanics and alternative strategies.
You'll also encounter gameplay elements like timed sections where you must beat everyone up and get to a hostage before time runs out.
Recommended if you like: * Addictive, coin - eating arcade gameplay * Striving for a gold (or platinum) medal in time trials / challenge rooms * Games where the central mechanic involves a laser beam
«Regarding to game type... I see pros and cons from scoring for games like action RPGs which are more focused on gameplay and for action / adventure type where story and cutscenes take an important role.
But where some games would be content to mimic GB - era gameplay, and maybe offer a pixelated look, TT: FFEE takes the opposite approach, by copying Game Boy - era graphics (to the point of actually making the screen look like a Game Boy, complete with what a classic Sega Game Gear ad once derided as «creamed spinach colour» graphics), but offering two - player gameplay that's superior to any GB platformer I ever played (link cable, or no link cable).
U can't return them unfortunately but why would you it's a brilliant game and I think it's for short gameplay not long but I can see where your coming from I bought SMBBB (Super Monkey Ball Banana Blitz) and after a while on that game your wrists sound like a cement mixer, because of that I had to give it up for a week for my wrist to heal.
Though not yet actual gameplay, it's interesting to see where Activision's latest tech will take them and whether or not we'll be seeing high - fidelity characters such as these in a game like Call of Duty any time soon.
I wouldn't call this a game as it isn't like Hidden Agenda where you have various gameplay elements and the occasional «hidden agenda» to play out with your friends.
Arguably this is the point in the series where Capcom began to gravitate towards more action - oriented gameplay, but to me it just feels like a natural progression of ideas.
These competitions range from game competitions like the Swedish Game Awards, where teams compete with their vertical slice of gameplay, to the C Awards, which is strictly for new research done by students.
From the gameplay video I've seen, it's looks like a game where you want to flipper catch and lot and play defensively.
This is the one section of the game where the gameplay feels like you have little control over your character because of the way you have to move the plane around.
Where things get less interesting is when you get to a class, or any other action sequence, where you discover that the gameplay involves nothing more than tapping the screen when prompted, to do things like create potions, cast spells, or ride your broomsWhere things get less interesting is when you get to a class, or any other action sequence, where you discover that the gameplay involves nothing more than tapping the screen when prompted, to do things like create potions, cast spells, or ride your broomswhere you discover that the gameplay involves nothing more than tapping the screen when prompted, to do things like create potions, cast spells, or ride your broomstick.
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