Sentences with phrase «liked the gameplay concept»

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.
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