Sentences with phrase «much gameplay into»

Not exact matches

Over the Hedge has exactly what you'd expect the typical movie - licensed video game to have: unoriginal, repetitive gameplay that's obviously cashing in on a movie which had much more work put into it.
I own DK Returns on the Wii and 3DS, never got too much into it... But this one goes above and beyond, console - purchasing worthy gameplay with in - depth levels, a beautiful colorful world, and difficult enough even for the most avid gamers looking for a new challenge.
I won't go into details of the story and gameplay too much, since most of you already know this game by heart after playing through it so many times on N64, so I'll just be focusing on the improvements that were made, and how it compares to the original.
Players can manually heal while on the go, giving players a wider strategy to play with, and «much needed pacing» into the gameplay loop.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
Again, the expectation you feel when you fight the same boss each time alongside a repetitive routine means that each fight brings with it only a small change, which plays well into the uncertain gameplay that makes a roguelike so much fun, and without doing it so drastically that it makes the experience unfair and unpredictable.
Inventive level design in the second act offers some much needed diversity to some of Color Splash's otherwise linear gameplay before the disappointing third act regresses into simple and uninteresting battles.
The gameplay loop quickly becomes monotonous and, aside from quick bursts here and there whilst waiting for a download, I can't see many gamers putting much time into conquering the alien attackers.
One of these days, Omega Force is going to put as much effort into the gameplay graphics as they do with the cinemas and CGI.
It's pretty ridiculous and not many gamers will embrace it but there's no denying how much more interesting the gameplay dynamic becomes upon inviting one or two into your world.
It's not the most inventive new game mode, especially considering how much it resembles wave - based game types in other shooters, but the Splatoon style of gameplay and mechanics make it for a fairly refreshing game mode — though I do wonder how much time players will be putting into it.
Not only is a majority of the gameplay in Paper Jam lifted straight from Dream Team, but many of the graphics are identical too, which is somewhat understandable, given how much effort Alpha Dream must have put into making the previous game's almost seamless 2D - meets - 3D art style.
Overcooked can be a fairly simple game if we simply talk about its gameplay mechanics, but it is much more than that if we dig deeper into it.
Capcom hasn't detailed how much of the epic action RPG series» gameplay will survive the transition, but did go into specifics on combat — which is, after all, the point of all that levelling and upgrading equipment and collecting and fetching.
Hence, stepping into the shoes of James Bond was never my thing, regardless of how much I enjoyed the gameplay of the famed GoldenEye.
A game like MH would have been much more popular, in the West, pre-2002, before games began an inexorable slide into laughable difficulty territory, where rewarding gameplay took a backseat to «epic» storylines and grossly dumbed down gameplay.
That feels like too much to me, but then again the whole board gameplay is luck so it flows I suppose... And there is Bowser Jr's boss battle, but some say you can see what number you hit if you look close enough into the dice block while it spins.
That's not say those games don't offer such things, but they don't bring into focus those particular gameplay elements as much as Rally games do.
It abandoned much of what made the first game great, and would be the starting point for Relic's shameful descent into MOBA - like actions - per - minute gameplay that finally culminated in the abysmal Dawn of War III.
What makes the experience that much more frustrating is there are apparent attempts to put trademarks of the franchise into the Dynasty Warriors style of gameplay, but none of them reach their full potential.
As I conceded earlier, I did not get to delve into the gameplay as much as I wanted to.
It's a brave move considering much of the community demands competitive multiplayer with everything, but it's a move that works as it's hard to see how Bulletstorms gameplay could have been crafted into such a mode.
Free Play offers up a fair few customisation options and obviously allows you to simply jump into the game without having any particular objectives or goals to complete, but how long you'll be willing to play for depends on how much you enjoy the gameplay.
Like the previous LEGO games the plan is a simple one; take a well know franchise and turn the entire thing into a LEGO version where the characters are mute and must convey everything through sign language and odd sounds, plenty of humour and lots of gameplay which is pretty much a genre unto itself.
It was almost too much of a pleasure to dive back into the game for more gameplay as though I had even left it in the first place.
I am afraid though that Ubisoft is edging too much into the «how it looks» rather than the gameplay.
It's just good to see a motion controlled game that isn't aimed at just casuals and (even though we haven't seen all that much) go quite deep into the gameplay elements and finer details e.g. the ball on the end of the controller changing colour to represent what spell you are using, and I think we of all people should support that.
The narrative is much the same, although the gameplay and extra features allow the film's one - and - a-half hours to morph into a four or five hour odyssey across Europe and North Africa.
As much as this is great for keeping numerous memoirs of your first playthrough and showing off your photography skills, it's a massive time sink, easily extending The Lost Legacy's 8 hours worth of gameplay into at least double that.
These are far more symmetrical, but the gameplay tends to devolve into an endless skirmish in one small area, and certain heroes are much less effective on these maps than on the more common attack and defense maps.
There aren't enemies constantly attacking you, there's no crafting system, and the two currencies are neatly embedding into the gameplay so as to not cause too much monotonous grinding.
The intentional colours evident in the levels make the act of screen cheating much easier which allows beginners or those unfamiliar with the map layout to easily transition into the unique gameplay style.
I remember spending hours kicking asses and taking names back upon the game's release and, even though the controls admittedly feel clunky when compared to modern titles, the core gameplay that made Devil May Cry such a standout hit is still very much an addictive romp through crowds of enemies... Even if it did take me a while to figure out how to shoot when on the ground, which necessitates holding a trigger button to aim unlike when you're airborne and unloading clips into the faces of possessed marionettes.
You see, The Metronomicon is very much just another quirky title looking to infuse a blend of RPG style mechanics into its gameplay.
And once again, the campaign is poorly written, poorly acted, erratically paced, full of pointless upgrades and meaningless choices, crammed full of overproduced cutscenes that fail to relate to the gameplay, and without a shred of creative insight into how to use a real time strategy game to tell a story, much less how to get me to click «next mission» without heaving a tired sigh.
When you have a game that doesn't really offer much in the way of interesting gameplay, atmosphere and being drawn into the experience are necessities for enjoyment.
Episode 2 takes Connor from the barren lands of the Frontier back into Boston, not necessarily willingly, creating much more coherent storyline, and a overall better experience than the previous episode allowing much more interesting gameplay intertwined with a story that has now found its feet.
In various gameplay videos, we have seen titans go into a sort of berserk mode, becoming much more aggressive and unpredictable.
- character creation lets you choose skin color, face, eye color and haircut - later in the game you can get glasses, pants, shoes and other stuff - start off by meeting Tom Nook and his posse of Happy Home employees - this includes Lyle the Otter and Digby the Dog, who give advice and help to keep the game moving forward - Lottie the Otter is Lyle's niece and handles the front desk in the game - she welcomes you every time you boot up the game and tells you what to do next - gameplay starts off with placing furniture, but quickly evolves into something more - place a house on the world map and cycle through seasons to see what you like - house can modified with different roofs, doors, colors and more - every animal unlocks new furniture for you to use - completing a lot of requests is vital to getting a lot of content - characters will react to everything that you place and remove in the house - three pieces of furniture must be in or outside of the house and these need to implemented into the final design - if you don't follow this rule, your animal customer will not approve - add wallpaper, carpets, lamps, signs, music covers, paintings and much more - by completing special objectives in the office, which you pay for with Play Coins, you can even expand the feature set - set background sounds, choose curtains, change up furniture, display fossils and get a bigger variety of fish and paintings.
A combat - free, third - person platformer from an indie developer may sound like it doesn't have much to offer, and if you're only interested in incentive - based gameplay you'd be right What is does have in spades is mood, using traditional gameplay mechanics to draw you deep into its non-traditional, high - score eschewing world.
Which is why, as I picked up the controller at a preview event two weeks ago, I was keyed into the game's presentation of people, place, and politics as much as the new mechanics and gameplay ideas that Ubisoft was excited to show off.
It's a good thing that not much stock is being put into the game's narrative because a) The French Revolution as a setting pretty much comes with the narrative pre-installed and b) this means that the developers can focus on pants that make you faster gameplay.
The gameplay got so hectic on the small screens that I could not keep up, there was just so much crammed into such a small area.
Gameplay takes place in two phases: 1) Rolling your boulder through your enemy's defenses and slamming into their castle door with as much force as possible, and 2) Setting up your defenses to slow the progress of your opponent.
What makes the experience that much more frustrating is there are apparent attempts to put trademarks of the franchise into the Dynasty Warriors style of gameplay, but none of them reach their full potential.
Part of the reason players come to care so much about Noctis and his band of bodyguards / friends are genuinely genius gameplay mechanics that turn what sounds like mundane activities into something far more special.
This is trial - and - error gameplay with so much emphasis on the «error» part that it's practically being projected into the sky like the fucking Bat - Signal.
Ultimately, it's more of the same, as the expansion lacks any major new gameplay mechanics, but when so much love is put into a product, is it really an issue?
Furthermore, it keeps gameplay open enough that casual fans of shooters can get into the tactical gameplay, without Ubisoft having to worry about sacrificing its core components too much.
Speaking of things we've already seen, the small gameplay videos that were released were edited into a much prettier single movie, complete with gorgeous backgrounds and music.
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