Sentences with phrase «mechanics used in the game»

This system is very reminiscent of mechanics used in games like Legend of Dragoon.
Personally, I was gripped by the story right up through the end, and my engagement had a lot to do with the storytelling mechanics used in the game.

Not exact matches

Outside of big data, gamification — the use of game mechanics in a non-game context to engage users — is the darling child of business publications today.
The game makes extensive use of a mechanic reminiscent of the best 2D Zelda titles and familiar sounding riffs feature in the music from time to time.
It doesn't make use of any mechanics that are unique to VR and plays identically on the screen as it does on the headset, however the novelty of being in VR enables a more focused experience and heightens the game's purposeful intensity.
With a strong script, great use of FMV, and a simple yet empowering core game mechanic, Her Story is the most unique game I've played in years.
Does this mean motion will be used to handle certain game mechanics again like in Metroid Prime 3: Corruption with the Grapple Beam, for example?
Series like Advance Wars, from which 17 - Bit drew much inspiration, have used dialogue between in - game characters to convey strategy game mechanics in the past, but 17 - Bit has set the new standard here.
Alas: MGS 3 also used MGS 2's control interface and fixed camera perspective, which had barely worked in the previous game and proved completely unsuitable for this more open, more immersive and more complex iteration on Metal Gear mechanics.
Used in conjunction, the battle and job mechanics provide a great degree of variety to the game, and allow for a good degree of strategy and experimentation on the part of the player.
It returned in the game when Miyamoto told the producer of the Wii Sports Resort games to challenge Aonuma, as if Wii Sports Resort could use sword fighting mechanics effectively, why couldn't Aonuma and Skyward Sword?
It's in the mixture of all of these different mechanics where the game truly shows its brilliance, as it really requires you to use your head in order to come out victorious.
May not be new in terms of technology and game developers have used similar gameplay mechanics in the past, like on smartPhones, the DS and the Wii
I have gotten used to the gaming mechanics and I know what to expect and this takes away the excitement, so I do nt think I am interested in buying this game to play it again.
Anyone that has already played the game will have long since started taking this for granted, but Nintendo's ability to take the shooter genre and infuse it with platforming elements, thanks to the genius mechanic of shooting and swimming through your own ink — up the sides of platforms, around obstacles to take foes by surprise — it's a simple mechanic, that can be used in a shocking variety of ways.
It's disappointing, however, that Akuma is the only character in the game to make use of these new and interesting fusion gameplay mechanics.
The game will come with a revamped user interface as well as revamped leveling mechanics for the console version, with the Nintendo Switch version offering motion controls and the ability to use 2 Joy - Con controllers in split - screen mode.
Omega Force has been using this same mechanic for donkey's years, sometimes holding it back from core games only to include it later in a spin - off.
Both genres fall perfectly in line with the previous Prime games, as Samus uses first - person shooting mechanics to traverse space stations and planets.
You've got to love games that use blockbustery mechanics in low - key scenarios.
Gamification is the process of using game mechanics and game thinking in non-gaming contexts to engage users and to solve problems.
Wikipedia defines gamification as «the use of game thinking and game mechanics in non-game contexts to engage users in solving problems».
Wikipedia defines Gamification as «the use of game thinking and game mechanics in non-game contexts to engage users in solving problems».
The use of game mechanics in non-game environments has improved results in areas of customer loyalty8, marketing9, and even fitness10.
Based on my experience, I see gamification as a strategy that uses elements and mechanics usually found in games in designing learning solutions.
There seems to be a consensus that gamification is the use of game mechanics in non-game contexts.
Gamification deals with the concept of using game mechanics in non-gaming activities.
Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and...
Our work has been focused on the use of games in the enterprise, and the ability of game mechanics to motivate employees to engage and collaborate — to share their tacit knowledge — is unparalleled.
As we know, gamification is the use of game mechanics and game - based principles in a non-game context to encourage a certain behavior.
Gamification is the use of game thinking and mechanics in a non-game context to inspire employees and students to get engaged in the learning process.
Gamification is the use of game mechanics, the things that make games work, in non-game contexts.
There are many other ways that game mechanics can be used to enhance eLearning, though I think the suggestions in this article are the most important, and are general enough that they can benefit most eLearning material.
There is more to gamification than game mechanics, however, so let's explore some additional features that can be used to engage learners in their training.
This introduction serves as the tutorial to the game, your in - game Uncle explaining some of the mechanics you'll be using a lot throughout the rest of your time with your jalopy - primarily, tasks required for fixing it.
For me the most interesting types of game comic are those that make specific use of key characteristics of the form of comics in the mechanics of their gameplay.
In 2010 the game was remade (using mechanics from its sequel Tecmo Super Bowl) as Tecmo Bowl: Throwback, a more modern take on the classic for the PlayStation 3 and Xbox 360's digital stores.»
In the first level it wasn't used too much and if they keep it at the same level throughout the gameplay, it will actually be an interesting game mechanic and not a gimmick.
This is the largest Zelda game to date that features a robust item creation system, an awesome combat mechanic and a weapons system that is new to the series in which you will find hundreds of differently leveled weapons that will deteriorate and fail after using it for a certain number of hits.
Why should a game envisioned as a multiplayer experience be forced to waste money and time on creating a singleplayer using mechanics not designed for it, just in the same way that a game designed to be played solo tries to jam its mechanics into Deathmatch?
However the platforming game has an interesting mechanic in which the hero, Baby Upa, can inflate his enemies and use them as platforms and weapons.
Here's a mobile game, take a beloved franchise with characters people like, make them power up using ridiculous amount of micro-transaction and grinding, put in a boring repetitive gameplay mechanic of attack / block / dodge and there.
While not as challenging as other entries in the series, and certainly not using all of the multiple ditties the series is known for, the game does an enjoyable job of implementing Mario game mechanics into DDR play.
It's not the most state - of - the - art game in presentation and character development, and its battle mechanics could use some fine tuning, but as a budget release it can be overlooked.
As with the visuals though the gameplay engine overall feels dated and clunky particularly in the few exploration parts where player movement around areas feels quite stiff and lacks fluidity, but again I think this is down to the dated mechanics that Telltale have been using for quite some time now but the game doesn't play badly overall it just feels very dated and certainly needs freshening up for the next season.
The PlayStation 4 version uses the track pad on the controller to add new mechanics to the game, like being able to freeze the screen and zoom in and out to really experience the art in the game.
The gameplay is very similar to Kingdom Hearts and looks utterly confusing when viewed from the outside in, but once you get used to the mechanics of the game everything works great.
Chromehounds was nice but I wouldn't call it great.The environments were sparse (a notable trend in From Software games), the assembly system was prone to abuse (cock blocking), and while I generally lift my nose at anyone who complains a game is «too slow» I do have to to admit that the weight to speed ratio seemed skewed.A smaller nitpick that got to me was that the heavy gunner role felt underdeveloped when it came to the mechanics involved or more precisely the lack there of, using only your eyes and your misses to judge where to aim was jarring in immersive sense (they have giant robots but no laser range finders or even an reticle on the screen to give some form of estimation of where to aim) and felt like an after thought.As usual, From Software had a pretty cool idea but failed to apply the extra level of polish that would push the game to greatness.
The gameplay mechanics feel a bit dated and it feels odd that the game doesn't provide better use of the 8 year old PS3, but there is still plenty of fun to be had in this package.
The game uses a fun and fluent dashing mechanic that I (surprisingly) haven't seen done this well in many games before it.
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