Sentences with phrase «linear gameplay in»

It does, however, capture the spirit of the games, which also played out as long mini-movies, except with mostly linear gameplay in between the lengthy cut scenes.

Not exact matches

But the other aspects of the gameplay are nothing but great: level design shines in every single area of the game; the pace is engaging, the progression linear but always entertaining.
Despite being solid and fun - to - play Star Wars: The Force Unleashed 2 is poor in a lot of game aspects, for example gameplay (really repetitive), level design (linear) and enemies variety and AI.
The possibilities for gameplay are astounding in Dishonored, and this game is anything but a linear title.
One of the frustrating aspects to many story - driven games is just how linear they are in gameplay terms.
Inventive level design in the second act offers some much needed diversity to some of Color Splash's otherwise linear gameplay before the disappointing third act regresses into simple and uninteresting battles.
In trying to enhance its cinematic quality and shove its set pieces down your throat, it sacrifices a lot of gameplay freedom in favour of a more linear experiencIn trying to enhance its cinematic quality and shove its set pieces down your throat, it sacrifices a lot of gameplay freedom in favour of a more linear experiencin favour of a more linear experience.
The gameplay has similar shooting to Cave Story, but in general the game is much more linear and action - packed.
Not A Good Match For: Anyone looking for challenging gameplay — both games feature weird minigames that take place at various points in the story, but they're mostly just linear visual novels that you slowly work your way through.
The fairly linear level design of the previous chapters — which only occasionally opened up the environment a touch to the benefit of the gameplay — is ditched in favor of simply letting you roam the island.
As for the topic here, WHO cares that the times of day are not dynamic, as the game looks so dynamic in ALL other areas, especially as far as gameplay & controls go... The series has always been tighter & more story based, with a tighter, more focused, linear structure, than other open world games, & that makes it even better for me... as I don't want EVERY game to have that overwhelming open world structure, that you sometimes get lost in, & waste half your game time.
The kicker being that the design isn't totally linear and revolves around the gameplay, in the sense that it's not so much the damage a weapon can do but how it relates to a given situation.
Far Cry 3: Blood Dragon was a stand - alone expansion to Far Cry 3, with it lending some of the gameplay elements but in in a more linear and focused way.
While the game reminds me of Dynasty Warriors in its gameplay, it feels a lot more shallow — stages are mostly linear paths, and there are no strategic elements to the game — simply run forward, defeat enemies, repeat.
The Assassin's Creed Unity tests we carried out show an almost linear scaling in performance - 23 fps gameplay on base scales to 30 fps in boost mode, exactly in line with the additional 31 per cent of CPU power the Pro is capable of delivering.
Within the 30 primary missions offered in the game, players will experience 2.5 D side - scrolling and 3D platforming levels that will continuously change up gameplay, from classic speed - based movement through levels to less linear platforming portions.
These are manifested in the form of shorter gameplay scenarios, linear gameplay and long cutscenes.
The audience in which I believe Sorcery is intended (ages 8 - 15) will probably appreciate the over the top banter between characters and linear gameplay.
The gameplay in general is much like Super Mario Galaxy 2, with fairly linear courses that you have to traverse towards a goal flag.
I have honestly just lost myself in the beauty of Hyrule helped by the non linear gameplay.
Back in the pixelated days of the late «80s, gameplay was largely a linear affair as you whipped your way through eerie forests, treacherous courtyards and stagnant swamps, only to finally arrive in the final stages outside the count's creaky keep an extremely battered, yet battle hardened hunter.
For those willing to invest themselves into such a world, Far Cry 2 — with its fire propagation, its recurring malaria, its beautiful open landscapes, its subtly dynamic buddy and mission system, essentially its total dedication to its own rather unusual gameplay premise — can be immensely rewarding in a much different way to a straight, linear shooter.
There are 7 acts and 19 chapters in total, but the levels are as linear as they come and given the nature of the gameplay, you are almost encouraged to glide through them.
Resident Evil's success in a period of linear games can come down to its jarring and claustrophobic gameplay.
TLoU is just a very linear game, with bits of (not great) gameplay mixed in with the story.
I told him that the game felt linear and heavily scripted, and that despite the amazing level design set pieces, in a matter of hours the novelty of superficial gameplay would wear thin on those who are looking for something deeper — particularly in an action - heavy game.
Unlike many platformer games, the gameplay is not linear, meaning Lunata doesn't just move from left to right, but scouts the environment in all directions instead to achieve his goals.
It's a fascinating illustration of how to evolve a gameplay concept, and jettisons the linear structure of the first game in favour of a more open, randomised set - up, with each gameplay session differing greatly from the last.
''... sandbox are terms for video games where a player can move freely through a virtual world and is given considerable freedom in regard to how and when to approach particular objectives, as opposed to other video games that have a more linear structure to their gameplay
The only downside to the gameplay is that things are much more linear this time around than they have been in previous Mario RPG titles.
Abandoning the linear and occasionally chapter - based gameplay found in most Neptunia games, Superdimension Neptune VS Sega Hard Girls plays the story out on a mission - by - mission basis.
In this game there is no energy mechanic for the linear, quest based gameplay.
Open world, or open - world, is a term for a video game in which a player can roam a virtual world and approach objectives freely, as opposed to a game with more linear gameplay.
Bound features fairly rudimentary gameplay, tasking you with following a linear path that never throws anything challenging in your way.
[13] Gameplay designer Manveer Heir, who worked on Mass Effect 3 and Mass Effect Andromeda for Electronic Arts, said that there are difficulties in the design of an open world game since it is difficult to predict how players will approach solving gameplay challenges offered by a design, in contrast to a linear progression, and needs to be a factor in the game's development from itGameplay designer Manveer Heir, who worked on Mass Effect 3 and Mass Effect Andromeda for Electronic Arts, said that there are difficulties in the design of an open world game since it is difficult to predict how players will approach solving gameplay challenges offered by a design, in contrast to a linear progression, and needs to be a factor in the game's development from itgameplay challenges offered by a design, in contrast to a linear progression, and needs to be a factor in the game's development from its onset.
Despite the linear gameplay, I enjoyed all the lore tidbits dispersed through the levels via in - game documents, which ultimately enhanced the story for me.
As well as the previously mentioned fast paced gameplay the series is famous for, this new DOOM follows in the footsteps of the series» past endeavours by having levels that seem linear at first glance, but are actually rather grand in scope.
I think the days of linear gameplay are slowly coming to an end or at least being revolutionized in such a way that gamers never feel the gameplay itself has become linear.
Many people feel that Gaia «s less original, more linear gameplay made it a letdown, but the more in - depth gameplay engine and far less repetitive structure make it a much more solid title, and one of the best Zelda clones on SNES.
It's also interesting to see him tackling the lack of simple level - based gameplay in recent Castlevanias, which he apparently yearns for: «Another reason I brought Rondo of Blood to PSP this time was to test case with the consumers if they would accept the linear type of game.
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