Sentences with phrase «main gameplay system»

The main gameplay system uses your finger to link numerous different Yo - Kai orbs to battle other Yo - Kai.
For most of the game, the main gameplay system has you running, jumping, and fighting your way through beaches, deserts, volcanoes, and other such areas.

Not exact matches

The gameplay it effects is wonderful, a great take on standard RPG fare, though some bits * Cough * Roulette * Cough * can be a bit **** It's the standard RPG system, with TP and SP doing the normal RPGMaker TP and SP stuff, but the main character, along with a few party members, can do combos.
Stupid Control System, iterative gameplay, creepy graphics are the main issues with the game.
Alongside highlighting the characters, story and locations from the new game, the trailer attempts to introduce the main aspects of its new «State Combo» fighting system put in place to add a little more strategy to your otherwise mindless button mashing Musou gameplay.
The main elements of the gameplay are extremely polished and it is toppled with a progression system that feels rewarding and an equipment system that should keep the player busy with the variety of customization it offers.
We didn't have to wait long for that proper Brink gameplay footage to arrive after all; As part of their week - long coverage G4 has released a new, two - minute, Adam Sessler - narrated X-Play clip that dives into the game's premise as well as its main attraction, the SMART movement system, and, indeed, shows plenty of proper gameplay footage as well.
uses the rather original «Bravery System» as the main mechanic of its gameplay.
Director Motomu Toriyama had worked on Final Fantasy X and X-2; producer Yoshinori Kitase had worked on V through VIII and as the producer for X and X-2; main - character designer Tetsuya Nomura had performed the same role for VII, VIII, X, and X-2, and battle - system director Toshiro Tsuchida reprised that role from Final Fantasy X. [61][62] As XIII was the first Final Fantasy game for the PlayStation 3, the development team's internal goal was for the game to have the same «gameplay and craftmanship» impact that Final Fantasy VII and X had as the first games of the series on their respective consoles.
For our latest installment and true successor to the main (numbered) series, the game visuals have evolved into 3D graphics, however rest assured that The King of Fighters XIV keeps the classic 2D gameplay and three - on - three team battle game system.
While the main, and only real gameplay system here is in the fighting, which is done on a 3D - plane, there are quite a few different ways to do that.
There's plenty of potential for the online mode in Pure Football with its own league system and an interesting amount of unlocks, but the amount of lag certainly detracts from the main positive attributes in the online mode — reason being is that timing is crucial during gameplay and it gets interrupted with any amount of lag issues.
Perhaps most importantly is the fact that the main quest itself will not require you to grind out thousands of levels or learn every little thing you can about the gameplay systems in Disgaea.
While this is only one of the level styles, I really hope it's the main one, as mixing camera angles, platforming segments, speed segments and the new parkour system crafted a really enjoyable bit of gameplay.
And here, the gameplay's main flaw reveals itself — the levelling system fails to eliminate grinding.
When it comes down to it though this is a game from 1998 and the remastered version hasn't changed the main gameplay by adding a hint system or any kind of help for less patient players so once you know what to expect you won't be disappointed.
The main concept maybe the same but the changes made in the gameplay and scoring system are intersting and make the game more addictive than ever.
The main switch in terms of gameplay is the striking system which has been completely overhauled and now feels much more realistic in terms of making a connection, and the general weight of the moves with stamina even proving manageable this time around.
Players will get to control both Rebecca and Billy simultaneously using the Partner Zapping system, as they fight their way out of Raccoon City in the last of the main titles to use the original Resident Evil gameplay system prior to Resident Evil 4.
Awesome stealth mechanics; Augmentations add a whole lot of depth to the game; Heavy choice based gameplay, a lot of freedom to play the way you want; Great story with nice twists; Really likable main character; City hubs are open and rich; Atmospheric; Really believable world; Really long adventure; Very high replay value; Exceptional art design; Brilliant level design; Soundtrack is awesome; Awesome cover system; Takedown animations are flashy and slick; Third person view to first person view transition is smooth and fluid
The gameplay is close to impeccable for an open - world shooter, with only a few caveats like a terrible save system, too - strict skill progression cordoned off by the main story quests, and overly linear gun progression.
Mark Cerny, the PS4's main architect, demonstrated the system's capabilities and features via a number of gameplay videos and trailers from released and upcoming games such as Uncharted 4 and the Insomniac Spider - Man game, among others.
First - person point - and - click adventure style gameplay, binaural 3D audio with original Japanese voices (including reprisals from all main cast members), dozens of endings, a «Darkening» system that slowly distorts both the game's visuals and its characters» decision - making abilities, and a host of unlockable extras make this a must - play for Japanese horror aficionados and series fans alike.
As well as changes to the set - piece systems, the main gameplay elements have seen overhauls this year including the AI system.
After discussing the main and side characters, the narrator rapidly fires off numerous gameplay features, including combat, magic, the ascension system, summons, and quests.
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