The rate at which the game introduces new mechanics is brilliantly well - done, as it never lets an existing mechanic feel old, and I never felt
like a gameplay concept wasn't explored fully enough.
Not exact matches
It's a fun
concept and adds a level of intensity to the
gameplay that would be sorely missed otherwise, but it doesn't feel nearly as inventive as something
like Cappy in Super Mario Odyssey.
The intriguing
concept didn't have much to show for itself outside of a sliver of
gameplay and the below
concept art, though this at least seems
like an interesting direction to take the Gaiden series after the poor reaction to Ninja Gaiden 3.
The core
concept — stacking similar - colored blocks and waiting for a sweeping laser to clear your progress as a series of soundtracks and contrasting motifs blend in — is very much intact, but the new
gameplay elements make this feel
like a sequel in the sense that the 2006 numerical follow - up and copious reiterations weren't.
Vault Points unlock stuff
like concept art and
gameplay modifications.
Combining Action - RPG elements with Tower Defense
gameplay sounds
like a marriage made in heaven and while Dungeon Defenders had its execution problems on the smaller iDevices, it proved that the
concept can (and for some does) really work.
Those who played Tower Defense will
like this new
concept, but cuter... The game unveils more functions and
gameplay when you level up... Awaiting for more updates from the developer...
I'm doing my masters on the
concepts and
gameplay of video games, I stay in contact with some developers and
like any good gamer, I maintain a intellectual opinion and have considered and put forward many critiques of the games I play.
I know it's just one thing, but it seems
like a central
gameplay concept that I just can't get over.
After the Cyloid battle, I found myself treated to some driving
gameplay, something that was previously an alien
concept to the Duke Nukem franchise, but luckily it acts a lot
like what you'd expect, taking you out into the desert wilderness.
But I love Supreme Commander, and the
gameplay concepts from your first trailer grabbed me and held on to my attention
like little has since the first time I met a marshal named Jim Raynor.
«WWE 2K18's downloadable content will deliver a notable combination of playable WWE Superstars, NXT Superstars and WWE Hall of Famers, as well as popular annual requests
like new
gameplay moves,» said Greg Thomas, President at Visual
Concepts.
Their campaign, which just surpassed $ 13,000 (of its $ 40,000 goal), includes a glimpse at some of the game's very Doom -
like concept art and
gameplay mechanics.
A
gameplay trailer was released at E3 today, and while it still seems
like a strange
concept there is no doubt that it also looks
like a ton of fun!
Fortunately, Ravenous Games, creators of the League of Evil series and Random Heroes embrace this
concept and succeed with their latest title Devious Dungeon, an action - platforming rogue -
like title with an addictive
gameplay loop.
From the limited
gameplay to the paucity of play options to the ground floor graphics, this feels more
like a proof of
concept than a game.
A randomly generated universe sounds
like an impressive
concept, but the underlying variety and most of the
gameplay design could have used more depth.
My ever - diminishing pool of skeleton - themed puns notwithstanding, I'd
like to go a bit deeper into the
gameplay elements of Dokuro as well as the
concepts that spurred development choices.
There are tons of unlockables in the form of production videos,
concept art, and a short list of
gameplay bonuses
like hardcore mode and character skins added for replay value.
It's not a game designed to be
like a NES game, or was inspired by 8 - bit
gameplay, or a tribute to the «popular»
concepts of the era.
Each level plays out from a top down view
like a micro-stealth experience; starting mainly from your parked car (some levels spice this up a bit, but the
concept is generally the same) the general
gameplay flow goes something
like this: check out where your objectives are, watch out for the patrol paths of any cops on the scene and plan your route.
Not only did these Japanese games introduce new
gameplay concepts, they also reflected the culture surrounding their creation, introducing players from all over the world to new ideas
like mecha, aka, and giant robots.
It's got an enormous and truly amazing looking world, where players can do things in whichever order they
like, with a core
gameplay concept evoking thoughts of «woah, imagine if ARMA had good controls and solid performance».
While the
gameplay and overall feel of the game are clearly inspired by the arcade classic, the updated visuals, VR specific design
concepts, and innovative features
like a multiplayer co-op mode that takes advantage of the mics built into the Oculus Rift and HTC Vive, ensure the game feels fresh.
The Underwater View mode is rather pointless (you use the Vita
like a camera and watch fish) and it's bizarre that there's no online play aside from leaderboards (online championships and matches could have been a great addition) but despite the flaws it's difficult not to be charmed by a game that has been created to appeal to everyone and makes a sport which I find the
concept of boring, an enjoyable experience that rewards the player as they become accustomed to learning the controls and flow of
gameplay.
There's one serious topic we'd
like to bring up though, and that's the
concept of streaming / recorded
gameplay.
This core
gameplay is similar in
concept to Hexic or even more
like Super Puzzle Fighter II's Z mode, the latter of which none of the founders had played.
No Man's Sky is one of the most unique video game
concepts we've seen, but
like Star Wars Battlefront, we haven't actually seen the
gameplay we're hoping to see.
It's
like they thought of the
gameplay concept (which is «Spherical platforms with their own gravity») and the rest of the game and the story sort of evolved from that.
«We feel
like there's plenty of opportunity on the mobile side, and it's just a matter of coming in with the right
concept, an intuitive interface and
gameplay that's bite - sized enough for mobile players to enjoy in short sessions — or they can sit down with it for hours.
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.
The predecessor Siegecraft Defender was a much more traditional game in the tower defence genre, but Blowfish Studios» Siegecraft Commander feels
like a very natural, although unique, evolution, and for a
concept that seems very simple at face value, packs a surprising amount of depth and strategy to its
gameplay.
I
liked the
concept a lot for both the story and
gameplay.
It looks
like a very interesting
concept and is sure to excite people with its ease of home and on the go
gameplay.