Sentences with phrase «mechanics work really»

The first - person shooting mechanics work really well: easily manageable, responsive and accurate.
The fighting mechanics all work really well, the visuals are coming together as well, but there are far too many shortcomings to say it has arrived.
This game mechanic works really well for keeping the community in mind.
The web rush mechanic works really well in this version and is extremely useful in combat.
The Drop Dash mechanic works really well in Classic Sonic's gameplay, giving it an extra layer of strategy, especially in the case of this boss battle.
Good graphics, great story, and the whole mask mechanic works really well.

Not exact matches

In this regard, most applications of gamification are missing the point; they focus on peripheral or secondary mechanics instead of the ones that really work, motivating people to use the product in a way that highlights the product's benefits and adds real value along the way.
I really enjoy working as a team, as a whole, not just working with the engineers and mechanics.
I'm not saying that I'd disagree with your assessment if I watched all of his games for Miami, I just think most football fans and media members don't really have a clue how the mechanics of the game actually work, and since interior linemen don't stuff the stat sheet that goes doubly for them.
And that is that the people who were working out the consequences of quantum mechanics, shortly after quantum mechanics was discovered in 1924 and» 25, began to understand how atoms and molecules really worked, and they asked elementary questions about the world that even ordinary people might ask.
old and i like to go out on weekends and just hang out anything that gets me outta the house, do nt know how to really describe myself i work 5 maybe 6 days a week as a mechanic so it seems that i never really have much time to do anything except on the weekends.
Izuna requires a little bit of time and patience to figure out how the mechanics work, but once you do, it's really an excellent game.
The melee mechanic works well for its first outing, and with a little tweaking it could really come into its own on the next generation.
The developers at zSlide have tried their hardest to make it all seem original and fresh but it doesn't take long to work out they've really not done a whole lot more than attempt to slip an ill - fitting urban skin over gameplay mechanics borrowed wholesale from the Nintendo classic [«WarioWare»].
Its really a very simple game with a solid combat system with a few niggling mechanics that just never worked.
Each different mechanic in the game works together really well and when the game gets into full flow you end up having a lot of fun.
Sure its a bit cartoony looking but the obvious mechanics functions and hard work involved in making him are admirable, and Robbie isn't even the films main attraction really.
What really makes this mechanic work is the fact that the game goes into a very gorgeous black and white manga effect that works on every level.
For a game without functional shields, one could really do with a fully working dodge mechanic that DOES N'T randomly throw you in the direction of either the enemy or a wall.
The shooting mechanics and especially the how power - ups work make for solid gameplay, but what is really fun about Astro Attack is the multitude of unlockable themes that significantly change up the visuals.
It's good for a change of pace but both the wall - crawling and the fantastic web - slinging mechanics don't really work in confined spaces.
Although the mechanics work just fine when playing with a friend, this game really doesn't work as well with two players.
(And do the blue - collar characters really have to be a mechanic — sorry, «grease monkey» — a checkout girl, and a guy who works construction?)
This combining with classic Street Fighter mechanics really works well for the game.
«So, really, whether a child ends up being a bus driver, or a mechanic, working as a chef or designer, or even a developer, the things that they learn as young computer programmers gives them a basic foundation for computational thinking - which makes them incredibly innovative thinkers.»
Game mechanics like badges, levels and leaderboards work really well as a reward structure.
But you will go home really tired every night, probably have to work a 6 day week, be hounded by people who arent mechanics about how long you are taking to do a job.
The more important thing is really the mechanic working on the car.
You never really stated if you did the work or if your mechanic did the work.
«I was actually going to be a mechanic and I went to Pulaski Tech, but it didn't really work out.
If your car breaks down or you're in an accident, what you may need is to pay the mechanic — but maybe your insurance is covering that and what you really need is grocery money, or to be able to write a check for the rent that won't bounce, despite the fact that you missed a few days of work when your car was inoperable.
However, Charissa says that the DTP program really helped her, and others, understand why the clicker is useful, how to include mechanics in training, and how shaping, capturing, and luring all work.
If they now worked on a really good story and a lot of new mechanics / World which they probably did since it's been yearrrrs, it could be amazing
The point is that to me a good example of this genre needs to nails its information; you don't want absurd amounts of menus and overlays to navigate in order to find what you need to, nor do you really require things like knowing the name of a family's dog, but you do need to be able to make reasonably informed decisions or be given enough data to learn from your choices, to see and understand how the underlying mechanics are working and reacting to your decisions.
Not that this bothers my kids much, as they haven't really worked up the courage to leave their own house yet, but they like to watch me play and boldly go where they won't — however, the glitchy mechanics and less - than - compelling gameplay makes me much more reluctant to indulge them.
They also worked hard at improving a lot of the aggravating and frustrating elements of the first game while also adding new mechanics that really work including tendrils and a sonar like hunting pulse.
What's great about the combat and other mechanics in the game is that they lean towards the easy - to - learn difficult - to - master mentality of games such as Kirby's Epic Yarn or more notably Bayonetta and Lollipop Chainsaw, where you could blitz through the game without much trouble but if you really want to look good and «do it right» then you need to work at it.
Experienced players will more than likely quickly work their way through the 50 included levels, but to those that understand Velocity and its addicting gameplay mechanics, this is really only half of the fun.
I could go on about Uprising, such as how it features one of my favorite difficulty based mechanics or was one of the first games I really got into StreetPassing with, or how its soundtrack brought together the likes of Motoi Sakuraba (known for his work within the Tales series), Yuzo Koshiro (prior works including Streets of Rage and Shenmue), Masafumi Takada (the man behind the music for God Hand, the Danganronpa series and multiple games by Suda51) to create one of my favorite modern soundtracks in all of video games.
I'm still working out how the mechanics should really work, but there is some core stuff already implemented.
I've spent some time working on balance, but if the combat mechanics are redesigned (which I really, really hope they will, as a wargamer), I will save my time and wait until the patch is released instead (and mod something else).
This is a great mechanic and it works really well without slowing down any of the action or causing you to stop as you figure out what to do — shoot, flash, teleport, explode — simple!
More than anything, I think this game has recaptured many of the aspects of console gaming that really shine for me: multiple players, same screen, fast action, fun puzzles, working together, a world with plenty to be discovered, and surprises (and I don't mean scripted «surprises», I mean surprises the players find in the environment and mechanics, like the Totec / Lara double jump).
It's a really simple but extremely effective mechanic that although I was skeptical of at first actually works at a lot of different levels throughout the game.
The gameplay mechanics are mechanics we have seen before, even if they do work really smooth in a refined way here.
A lot of the assets and mechanics used in the previous titles don't really fit or work well (Case in point: the melee encounters).
The swinging mechanic is spot on, web slinging works intuitively and the brawling elements never really felt boring or carried on for too long.
I've played quite a lot of PlayStation All - Stars Battle Royale with friends and we just didn't feel any sort of excitement from this game like we did from other fighting games and I really believe it's because of its inability to instill excitement in the player, a fundamental misunderstanding of how some mechanics are meant to work in this genre and its overall presentation.
Fighting is really simple if you only work on beating your opponent to a pulp, but executing some of the more advanced mechanics and gameplay elements create a really deep system.
The game mechanics all work well, the move sets are simple and the character design is really well thought out.
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