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.
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.