Sentences with phrase «more arcade feel»

It has a more arcade feel and many more breach apps are available at your disposal.
Unlike the MotoGP titles that were released on the Playstation 2 and had a more arcade feel, MotoGP 13 contains a physics and driving model that can be initially overwhelming.

Not exact matches

It feels very arcade, more of a sandbox without the real feel of death.
While eviscerating so many ninjas is cathartic, Afro Samurai ends up feeling more like a slick, hyper - visual arcade experience more than a solid home console experience.
The game is still an arcade style racer but it does feel a lot more realistic then before.
The control system also feels more like a traditional arcade racing game because of the speed and power of the cars, not to mention the extremely entertaining ability to destroy just about any object in the game such as fences, bins, cars and a variety of other destroyable objects.
The game still has that same arcade feel that it had before, just with more weapons and less focus on strategy.
This is not «serious» in the same way Forza Motorsport, Gran Turismo and Drive Club are: it feels more like an arcade racer than those.
But just like the old «Rampage» arcade game I played in my youth, I don't necessarily feel like I should ever revisit this one or reflect on it as anything more than a cash grab.
You can see that some things have been refined and tweaked to really give the game a more arcade style feel.
Feeling the need to spend more money, we headed off to the arcade.
Because of this system, Never Stop Sneakin» feels more like an arcade game than a true stealth - action adventure.
It's still very much leaning toward arcade rather than purely realistic, but the new power units that F1 cars are running does mean they like to try to spin you out under acceleration, far more so than any previous series» entries which makes driving feel much more fun and challenging.
And yet somehow Forza 4 also feels more forgiving than it's predecessor; cars can be thrown around far more than before, giving it a very slight arcade feeling, but while this may anger the hardcore simulation fans, I feel that it makes it a far more enjoyable game all round.
Gameplay: 8 Arcade mode feels out of place but enter the Simulation side and this games makes so much more sense, tricky to master it's not for the impatient.
- renamed Cruis»n Blast - card system removed and replaced with a keypad for a save system - game features «100 % different code» and was put together by a different team at Raw Thrills from the Fast and Furious team - devs aimed for more of a «joyride feel» - locations include London, Madagascar, Rio De Janeiro, Singapore, Death Valley and more - there are licensed vehicles - will be released to arcades worldwide in January 2017
DiRT's vehicle handling was a mixture of arcade and simulation, although Showdown feels a lot more arcade centric, which certainly makes a lot of sense considering the theme of the game.
That's why most of the newsgames series GOP Arcade, with its one - liner games like «pussy grabber», felt short and inadequate for this political phase (admittedly the stated goal of the site was simply to make the «election slightly more enjoyable»).
I sided with the arcade system which felt more comfortable, though not exactly realistic as flying with the simulation controls felt awkward and less responsive, yet those with more game flying experience may feel more at home.
While that works really well, we feel that we might need a more arcade - like approach for our main menu.
However, with that being said, I do realize it's supposed to have more of an arcade type feel to it, but I feel that fluidity is very important to multiplayer.
The standard physics feel more arcade oriented with a much lower chance of crashing when you have become accustomed to the handling, while the semi-pro physics strikes a balance between standard and pro physics as the pro physics are far more realistic and fully depend upon you perfecting the weight distribution of your rider and precision braking throughout every corner of the track, although the rewind mechanic can reduce the difficulty by being able to rewind back to before a crash occurred.
I know it's a little thing, but really - it does help the game feel more like you're playing an actual arcade machine than a home television.
Levelling and choosing your loadout really change the game from being just a simple score - challenge arcade throwback and turn it into a more modern take on the genre that's more than homage; it's an evolution with modern standards and systems in place, keeping that old school multiplayer score competition while adding in gameplay systems that make sense today, while still throwing in different things to keep the game feeling fresh; it was even discovered that there's a hidden Smash TV style area in the last level, really hammering home the mix of old school charms and new gameplay mentalities.
Okay, these so called professionals all base the game on the plot, uhh, just playing the demo or watching the trailer will immeadiatly tell you this game isnt about plot, the reason i like this game iscause it is a casual game where you can feel like you can finish it, you know carrying on through the adventure mode little by little, its not meant for the hardcore, while more gameplay mechanics would of been nice (just using the stick and a button is definatly over used) but the real reason this game is fun, the price, its just # 3 ($ 5) and considering a hell of alot of worse games cost more than double this on live arcade you could do alot worse, the only thing blocking this from an 8 is the online community is dead, unfortunatly!
The standard physics feel more arcade oriented with a lower chance of crashing when you have become accustomed to the handling and jumps, while the semi pro physics strikes a balance between standard and pro physics as the pro physics are far more realistic and fully depend upon you perfecting the weight distribution of your rider throughout every corner and jump of the track.
The game has that arcade feeling to it, but it's far more forgiving.
The sequel to KO Boxing totally overhauls its predecessor's combat system, creating a game that feels more like a Boxing Legends of the Ring - style simulation than an arcade punch-fest.
My feelings for the game remain the same — it's a superb arcade racer with a severe lack of content — but since I'm much more inclined to play a game for 10 minutes on a handheld than I am on a home console, I dare say Chase H.Q. is a better fit on the Game Gear.
While the soundtrack that ships with the game is more than suitable, and makes the game feel like it was ripped straight out of an arcade, the tracks can feel a little repetitive after some time; this functionality solves that problem instantaneously and permanently.
Players should be warned that this is more of a simulation than an Arcade experience, so if you can't appreciate the subtle strategy or slower - paced feel of the sport, then leave this game at the clubhouse.
In terms of multiplayer offerings, the arcade mode is more of a breakthrough than co-op, as it sees the return of the excellent map editor that feels like an in - depth video - game engine rather than a tacked on map editor.
While the design of the game is very much «arcade» in nature, where the first play through isn't intended to be the whole game but rather racking up high scores and challenging yourself (and others on the High Score lists) to do better, I still want to say that I feel like there could have been an extra set of «hardcore» rooms, maybe even just 10 or so, that would have required judicious use of all the more advanced features of the game mechanics to get through.
A little less on the bombastic side this time, opting more for an arcade feel to the soundtrack.
It's not meant to replicate the piloting feel of something like Armored Core or even the more arcade like MechaAssault.
Much like the presentation (or lack thereof) in arcade mode, the menus just feel very bland in a game that has more than enough style to go around in the gameplay.
Gravel sees Milan - based racing enthusiasts and developers Milestone SRL come back to the off road and showcase their expertise in a title that favors a more arcade approach to the off - road experience, having an almost Sega Rally Championship vibe fused with a bit of Dirt - two amazing series that I feel sometimes get overlooked on the topic of some of racing's best.
Because of this, Rocket Knight Adventures feels much more in line with an arcade - style Contra, rather than following the ethos of typical console platformers like all of Sonic's other clones.
Plus, owning to the super deformed nature of the characters, the proportions and speed feel a bit different (you can slash your weapon without stopping, for example), and the enemies tend to flood the screen more densely than most 90s arcade games could ever allow.
Gravel sees Milan - based racing enthusiasts and developers Milestone SRL come back to the off - road and showcase their expertise in a title that favors a more arcade approach to the off - road experience, having an almost Sega Rally Championship vibe fused with a bit of Dirt - two amazing series that I feel sometimes get overlooked on the topic of some of racing's best.
It's just mode, mode, mode, done, and rather than feeling like a title that's encompassed around offroading and being seen as «This is Gravel», it ends up looking and feeling more like an amalgam of styles and properties similar to compilation titles like Midway Arcade Treasures or Namco Museum.
«Arcade» sounds more techno - y, «Laboratory» is a bit slower and somewhat «sciencier» and «Nostalgia» has the classic piano / jazz feel.
«Riptide GP Renegade feels like a divine little arcade racer, something this generation could use more of.
Like the other games in CHAMProgramming's series of arcade remakes, it is remarkable for closely emulating the original, the smooth gameplay and two game modes, the original «Classic» and the enhanced «Champ» mode.The «Classic» mode plays and feels like the arcade machine, with very similar graphics, sound and gameplay: You play a spaceship, moving horizontally at the bottom of the screen, and shooting up at a bunch of Space Invaders - like aliens, which attack you in waves becoming harder and harder with the game.The «Champ» mode is an upgraded version of the classic game with new enemy types — requiring more than one hit to destroy, or equipped with a cloaking device making them nearly invisible — and a variety of power - ups for the player, with create an entertaining variant of the original game.Finally, the game features a variety of options — one or two player modes, three difficulty settings, adjustable game speed, input by keyboard, mouse or joystick (Champ even released a «Champ cable» that allowed you to play the game with digital joysticks), and a high score table to round it all off.
Somewhat less retro than its predecessors, it sacrifices a modicum of classical arcade sensibility for something that feels closer to virtual reality — especially in the three - dimensional stages, where rippling planes and grids make blasting deadly shapes just that much more enjoyable.
EA has usually taken their games to a hybrid - simulation game, and this one feels a bit more on the arcade side.
There maybe a lot of Street Fighters out there who prefer to keep their matches on home consoles or in the arcade, but I feel that that Super Street Fighter IV 3D Edition makes the iconic Street Fighter franchise more accessible to gamers especially if they are new to the game.
The game is still an arcade style racer but it does feel a lot more realistic then before.
Initially (and unfortunately) available only on Xbox LIVE Arcade (and more recently, the iPhone), Pac - Man Championship Edition just felt right.
CandyMeleon — CandyMeleon is the type of game which feels like it would have been right at home in arcades in the early 80s, but with graphics and sound a bit more befitting a contemporary title.
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