-- The slow
motion moments in the game actually contribute to its difficulty, occur too frequently, and last way too long.
Not exact matches
Well I kind of doubt the old family would feel that way if their voices had not been snuffed out by a God that saw so little value
in them that he slaughtered them (the
moment He said ok He knowingly set that end
in motion) for the sake of some cosmic
game.
All of the
motion capture, acting and scene setting comes together to produce some of the most riveting, terrifying
moments in video
games.
Again, it comes down to the stunning
motion capture and the cinematic nature of the
game, as well as being engaged
in Lara's character that each leap, shimmy, drop and zipline slide is a breath - holding, death - defying
moment.
Once you've solved the mystery of the unicorn, you can use your Kinect, PlayStation Move, or Wiimote to reenact many of the
game's non-platforming
moments with
motion controls
in a series of challenges.
VR can give you some really cool
moments, but most of the time, the
games are what you'd get on your PC or console, just
in your face, and maybe with a few sides of
motion sickness and virtual molestation.
It feels roughly as responsive and accurate as it did
in the original Dance Central, which may sound like faint praise, but without the strength of the
game's
motion - recognition and its ability to provide you meaningful feedback
in the
moment about what you need to adjust
in order to really kill it, the rest of the package would be meaningless.
There were also some smart
moments where the
game had you performing a task multiple times, but each time you input your command, the
game lingers on it and uses the camera
motions in a way that greatly emphasizes the tension and poignancy of what's going on.