Sentences with phrase «lot of the gameplay elements»

Even though Momodora: RUM has a lot of gameplay elements that are working in its favor, it feels as though the game is just checking boxes in the «How to make a game» rubric.
@Kirk I meant in terms of the relentless cameos and references to old - school games, and there are a lot of gameplay elements and gags that will be quite alien to those who've only been playing games for the last 5 - 10 years.
If you've not bought Destiny already, there are a lot of gameplay elements to be experienced, even though some of these elements need some fleshing out, such as the almost non-existent story and the fact that outside of the hardcore elements it's currently a bit too grindy for what's actually on offer.
Besides the on - foot aspect of the gameplay, there really hasn't been a whole lot of gameplay elements changed from THPS4, but there are quite a few differences.
So there's a lot of gameplay elements that you can play around with, fooling enemies, manipulating objects and mixing with combat.
In the new game, a player will play as any one of the playable characters that the game introduces.The new game is expected to retain a lot of the gameplay elements of the past titles.

Not exact matches

Pros: Excellent graphics for the DC; smooth controls; fantastic level design; rockin» soundtrack; has a wide variety of gameplay elements, including fast and fun Sonic / Shadow stages, addictive Chao Garden, and multiplayer; lots of extras / secrets.
Motorsport Manager was released on PC with a better graphic aspect and a lot of new gameplay elements which create a more realistic managerial experience.
Earlier today, Konami released around four minutes of The Phantom Pain gameplay trailer featuring actual gameplay sequences and lots of minor spoilers like Skullface's plan, returning of Supernatural elements, skills of Quiet and many other things.
It honors the past and adds a lot of great new gameplay elements.
The game has a sense of both classic and modern gameplay elements, and despite a rather bland battle system there is a lot to enjoy and explore across a vast sky of stars.
By trimming the fat Ubisoft have sidestepped a lot of the issues that plague their open world games, and progression and discovery both feel much more dynamic and natural here; the combat and other gameplay elements may remain essentially the same but when they're as tight and polished they are here, then hey, who's complaining?
This has a lot of unique gameplay elements that no one but the testers (myself and others) have seen, so don't be too quick to judge.
So yeah, the game has a lot to take in, and it requires a great deal of time to get acquainted with the various gameplay elements, but once you do youâ $ ™ ll be hard pressed to find anything more rewarding than owning your foes with a series of well - timed Unite Morphs.
I would have liked some kind of expansion to this overworld system as it has the potential for a lot of interesting gameplay elements and strategies.
The racing is steadfastly dedicated to one esoteric brand of racing that, by itself, just isn't a whole lot of fun, and the game simply doesn't present itself well enough to make up for the gameplay's more annoying elements.
Monster Hunter World is the first game in the long - running action RPG franchise which properly caters to both hardcore fans enamoured with its endlessly deep gameplay systems and newcomers intrigued with the premise of hunting down exotic fantasy monsters — thanks to smart streamlining of its more obtuse elements and substantial improvements to its online multiplayer options which make progression a lot easier for newcomers or those who don't have 50 hours a week to sink into the game on their own.
While the game is based on small sub-levels that were first introduced in Super Mario 3D World, there is a lot more variety in gameplay along with a ton of elements that were never used for Captain Toad's levels before, like the Double Cherry power - up among other things.
With that dreamworld - setting, they could easily combine the exploration - style collection gameplay of super mario 64 & sunshine with some lineair obstacle courses and gravity - based gameplay from galaxy, while adding a lot of new elements that match this dreamworld setting.
Besides the kingdom - building sim gameplay, there are lots of various gameplay elements to enjoy.
is the first game in the long - running action RPG franchise which properly caters to both hardcore fans enamoured with its endlessly deep gameplay systems and newcomers intrigued with the premise of hunting down exotic fantasy monsters — thanks to smart streamlining of its more obtuse elements and substantial improvements to its online multiplayer options which make progression a lot easier for newcomers or those who don't have 50 hours a week to sink into the game on their own.
All of the gameplay elements have been included, and the port has certainly been handled with lots of care.
The one gripe I have with the game is the game has a lot of IAP requests for various gameplay elements.
Dead Rising 4 completely streamlines a lot of core gameplay elements of the franchise while still remaining a sadistically fun game to play.
The screenshots are evenly split between gameplay and cutscenes / conversation, since the latter is definitely a very important element of the game, and you'll spend a lot of time picking answers for your personal Ryder.
They do like the design of Sonic Forces as we have presented it, but we're also listening to a lot of the people saying they want that classic gameplay element back.
- goal of the game was to allow players to do lots of things - the dev team took one element at a time, and then worked to «multiply» them in order to broaden the scope of each action - multiple developers discussed how climbing would be fun to add into the game - one dev thought it would be fun to climb moving things, which eventually lead to climbing windmills and enemies to fight - the Octo Ballon is an item that came to be following the experimentation of a programmer - the dev wasn't sure the idea was okay to do, but tried it anyway and the rest of the team seemed to enjoy it - by combining various actions, objects, the game's world itself, you get tons of gameplay variety and ideas - keeping these options in mind may lead you to beating a boss or solving a puzzle in a unique way
Hatoful Boyfriend: Kind of reminded me of Deadly Premonition with the way that lot of the bizarre story elements that seemed like they were weird just for the sake of being weird actually came together in the end — except without all the legitimately - awful gameplay segments in between the inexplicably - entertaining bits of plot.
The announcement made no mention of drones (we just love those little buggers), the gameplay element that made Frontlines stand out, but we expect an answer to that and lots more, including details on the multiplayer mode, next week at E3 as the game will be unveiled there.
is the first game in the long - running action RPG franchise which properly caters to both hardcore fans enamoured with its endlessly deep gameplay systems and newcomers intrigued with the premise of hunting down exotic fantasy monsters — thanks to smart streamlining of its more obtuse elements and substantial improvements to its online multiplayer options which make progression a lot easier for newcomers or those who don't have 50 hours a week to sink into the game on their own.
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.
Still, it looks better than the original Everquest by a wide margin, and a lot of deep gameplay elements are to be found in the game (leveling implants to level implants, anyone?)
Monster Hunter World is the first game in the long - running action RPG franchise which properly caters to both hardcore fans enamoured with its endlessly deep gameplay systems and newcomers intrigued with the premise of hunting down exotic fantasy monsters — thanks to smart streamlining of its more obtuse elements and substantial improvements to its online multiplayer options which make progression a lot easier for newcomers or those who don't have 50 hours a week to sink into the game on their own.
While this isn't a full Sim City title in that it has every option and feature of its PC and console bethren, it does have a lot of gameplay available still including the actually city building elements, which is good since this is Sim City after all.
There certainly seems to be a lot of variety in gameplay and we're intrigued to see how the co-op elements play out.
When Dynasty Warriors 6 made a lot of changes to the series, mostly for the worse in my eyes, Tecmo - Koei did the right thing — they returned to the formula from the earlier games and built upon it with better graphics, new gameplay elements and the best re-telling of the Romance of the Three Kingdoms so far — while retaining all that made Dynasty Warriors a series that I enjoy.
It's important to point out that this won't be a carbon copy of SOCOM 2, but will instead be a «spiritual successor» to the franchise that embodies a lot of the key components and gameplay elements that made the SOCOM titles so engaging and tense.
The levels are well done, there are plenty of things to find, plenty of new gameplay elements introduced to keep things new and exciting, lots of homages to other games, plenty of stuff to find, and it's a blast to play with friends.
The developer is taking everything it has learned from past Witcher games and applying it to 2077, in addition to adding «a lot of new gameplay elements
«At the current development stage we're in - which is just under 70 per cent complete - we still have a lot of work on game balance and some of the gameplay elements are just much more visible on what we want to deliver... We thought that would be able to be conveyed best through a PS4 at this stage, but we are definitely working on the Xbox One [and] all other platforms in parallel to the PS4 edition.»
Mr Miyamoto called it «a grand culmination», taking the best elements of gameplay from Nintendo's other titles to produce something that invited hours of immersion and lots of return visits.
We then identified team roles, gameplay elements, visual design choices, and made a quick initial prototype with lots of play - testing, rapidly iterating on our design.
The game sports a really cool pixelated art style that gives it a character all its own while offering tight gameplay and a lot of player choice in how certain elements in the game look such as the design of the ship.
It's not quite the «run left to right» pattern of a lot of Mario games, adding a variety of RPG elements into the gameplay along with a deeper story.
During the last months, we have worked on many different things, including: — animation, improving the moves of the fox and slightly changing its shape so it feels more like a living creature — game context, expanding the universe, its characters and their motivations — game structure, starting implementing some levels and creating more gameplay elements — narration, figuring out how we want to tell our story in harmony with the gameplay Of course there's still a lot to be done, but we are not going backward so it's pretty encouraginof the fox and slightly changing its shape so it feels more like a living creature — game context, expanding the universe, its characters and their motivations — game structure, starting implementing some levels and creating more gameplay elements — narration, figuring out how we want to tell our story in harmony with the gameplay Of course there's still a lot to be done, but we are not going backward so it's pretty encouraginOf course there's still a lot to be done, but we are not going backward so it's pretty encouraging!
On the gameplay side of things, Brut @l is a roguelike dungeon crawler, featuring a lot of crafting and some rather cruel random elements.
In an effort to make the game much more cinematic, a lot of what made Ninja Gaiden unique has been streamlined, and a bunch of new gameplay elements have been added that kill the overall experience.
Citizens of Earth has a lot in common with Earthbound, it's art style, it's battle system and the general oddness surrounding the games plot all seem to stem from the classic RPG, but at the same time, Citizens of Earth manages to be it's own different beast entirely, while the gameplay and graphical elements may be similar to Earthbound, the story seems to differ itself.
The main story can be beaten in around 8 hours give or take, and it's not the most comprehensive in terms of scale, but the gameplay feels a lot fresher thanks to the combat elements.
I find there to be a lot of depth in what you do here and I haven't gotten bored of any gameplay elements.
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