Sentences with phrase «many poor game design»

Instead, its horrors are derived from the game's shoddy execution, weak puzzles and frustrating play rhythms, a nest of poor game design decisions through which disappointment, not fear, are hatched.
If there's poor game design in a game, then I'm going to call it out, no matter how famous the title is.
Numerous other frustrations, problems and examples of poor game design are present throughout the course of the game as well, although for the sake of keeping this review somewhat short I'll forgo talking about many of them.
Even the intense parkour sequences are fractured by poor game design such as the ability to consume energy rich drinks or food while mid-climb.
Some excellent ideas are hidden within the clunky mechanical execution and poor game design choices.
This, in no simple terms, is poor game design.
As many of us probably know, uneven difficulty curves or poor game design can absolutely ruin those experiences and make difficulty a factor once again.
It's poor game design.
This can be poor game design, or fiddly obtuse UI from an era gone by.
That is poor game design, as it is not reasonable to expect players to use an ability that they don't even know they have.
I believe that to be poor game design because it will turn off many players, who will then not experience the rest of the game (or if they do it'll be on YouTube).
I find it to be poor game design when unlockables are gated behind brutal challenges, as it creates an unnecessarily frustrating experience (especially for completionists).
The bottom line is that Sticker Star is a generally enjoyable experience filled with long stretches of utter rage induced by poor game design.
Indeed, whether by deliberate intention or poor game design, certain boss battles spike a games difficulty in such a fashion that they have gamers tearing hair out, screaming into pillows and throwing controllers around the room in frustration.
Whether it's console limitations, poor game design, or annoying glitches, the following ten games won't win any awards in the art department.

Not exact matches

BlackSite is a decent game unfortunately held back by poor AI and a lack of variety amongst the poorly designed enemies.
I liked playing this game, despite getting frequently frustrated at all of the missed opportunities and poor design choices.
Flockers is a great idea for a puzzle game, but it suffers from a lack of polish and some poor design choices.
Poor, unresponsive control and linear level design prevent this game from being enjoyable by anyone other than big fans of the animated series.
While the game does have a lot of charm and has some pretty cool boss missions, Lego Rock Band is too easy and has too many poor design choices that pulls the game down to average quality.
Despite that the game offers really poor game modes, bugged online playing and the worst graphic design of this generation.
While the game does have a lot of charm and has some pretty cool boss missions, Lego Rock Band is too easy and has too many poor design
Mafia 3 has one of the best soundtracks in any game ever and is good in brief stabs, but it's difficult to recommend when its rays of mafioso sunshine are buried beneath poor mission design, repetitive action and forgettable bloat.
In the end, however, no amount of nostalgia can absolve the game of its ropy gameplay, patchy plot, substandard production, generic (and sometimes poor) level design and thin content; the campaign takes around eight hours to complete and that's the only mode on offer.
Despite its somewhat poor design and technical quality below expectations, this game will make you fly.
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.
However, poor design choices make most of the game's dances feel inaccessible, with frustrations that far overpower Bounden's brighter moments, making it more likely to start a fight than a friendship.
Just another movie tie - in with some poor design choices that will appeal only to very young gamers.
Although it uses a tried and successful gameplay design - that of the Monster Hunter series - Lord of Arcana feels like a rushed, poor - man's version of Capcom's games.
Levels are designed more like shooting galleries than a convincing battlefield, and the game does a poor job of directing your attention to your next objective - the HUD often seems to deliberately lead you in the wrong direction.
While the game has plenty of rough around the edges, including a poor story, clunky controls, and oftentimes obtuse design, The Curse of Brotherhood won me over with its inventive puzzles and well - paced levels.
In the past, they relied on players reading the manual, and poor design just made the game «hard.»
Great game play mechanics and ideas, hindered by poor art design and middle of the road graphics.
Whether it was poor level design or sloppy programming here are ten of the worst games available on the PlayStation 4.
Ugly design, poor camera and video, lack of applications and games, BB7 will be defunct in six months time
Of course, the games themselves have a lot to do with this as no headset can counteract poor audio design and mixing.
I was plenty sloppy on several bosses that I normally stomp, and my relatively poor rank on the leaderboard reflected that, but on the other hand the achievements I unlocked indicated that I am at least better at the game than the people who designed it, so there is that.
What the game tries to accomplish is in vain due to the poor choices made on the design side.
You can have 1844848454 pixels and a super frame rate in a game, if the design and the art are poor, then it's useless.
Otherwise it was an impressively problem free experience, and the first game in quite some time where I didn't need to download a day - 1 patch and didn't spend a lot of my time cursing how games were getting kicked out of the door in such poor states Here's hoping Battlefield 5 manages to do the same, although it's clearly Battlefront's tighter focus and simpler design philosophy that has enable DICE to polish it up so well.
Still, you'll likely find yourself dying a fair bit, largely through your own fault but sometimes it did feel like oblivion came because of the game and a poor design choice, but a generous checkpoint system ensures you'll never be stuck replaying chunks of the game.
There's some pretty poor texture work throughout the game, or at least there is when it decides to pop - in at all, and some questionable animation work as well, denoting the fact that the Bureau isn't at the top of its technical game, but from a visual design standpoint it is rather lovely.
Even when you do get in a game though, the multiplayer aspect of the game is rather weak, with poor level designs and a rather boring feel to the game.
Sorry, but I don't bother to 100 % games with poor design.
Overall Earthworm Jim HD suffers from many poor design choice which really puts forth that this it is a remake of an older game.
These challenges could have been done in one playthrough, showing the game's poor challenge design.
The open world exploration aspect is executed very well but the restricting nature of the game, constant graphical glitches, and poor design decision of a key aspect in the game (walking), will turn away many gamers who would have loved to add this title to their Kinect Collection.
Your commentary on it being a poor design philosophy is probably why you aren't a video game designer and why Bioware is making a ton of money on a free to play game.
I don't blame the review, he wasn't comparing it to other games, he wasn't bashing it recklessly or being an idiot about it, he was telling us that the game is flawed in designed, uneventful and over all of poor quality.
This is due to the fact that the game suffers greatly from repetitive mission design, poor enemy AI and confusing exploration.
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