Each strand of hair reacting to in game physics all on its own gives a much more
natural feeling to the game.
Not exact matches
Did you
feel like you had
to shoehorn in all these controls or did you come up with ways
to make them
feel like
natural parts of the
game?
When things get chaotic and pass rushers are breathing down his neck, Darnold has a
natural feel for the
game and the ability
to throw on the move.
Many
game rooms tend
to be converted basements without access
to natural light, so it's important
to mimic sunshine with artificial light sources as much as possible
to keep the area
feeling light and happy.
As always, the trip
felt too short, but we still managed
to pack in a lot of sightseeing: the National Building Museum, the National Museum of
Natural History, the National Gallery of Art, shopping in Georgetown, a Nationals baseball
game, the Supreme Court, the National Zoo, Embassy Row (our hotel was in the thick of it), and the Library of Congress.
It's
natural to feel uneasy about new experiences, especially when you've been out of the dating
game for a long time.
The
game's also got a vibrant colour palette which
feels a little more
natural than some of its slightly washed - out competitors and, while they aren't particularly eye - popping, the tracks have a nice, real - life, worn
feel to them, especially the battered curbs.
At no point does it
feel natural, and it creates a barrier
to enjoyment that
feels like a genuine shame when there could be the underpinnings of a solid tennis
game here.
Not only does the
game combine two franchises in a way that
feels natural and fun, it brings a complex genre
to a new audience that's likely never seen it before.
Fully customizable as well, I found that the Hunting Arts were intuitive and
felt natural to the
game, and I almost couldn't believe that it was in Generations that they made their first appearance.
But they all share a few important details: Each zone is gigantic, full of nooks and crannies
to explore and designed in a way that
feels natural, oblivious
to the cliches of the average video
game setting.
I've always played Tri with the freestyle controls (it
felt natural after No More Heroes, so sue me) and I decided
to switch
to the CC just
to prep for the 3DS
game.
Though the
natural tendency is
to hold and use the PlayBook in landscape, it does still
feel comfortable when held in portrait, which is how I have been holding it for reading books or playing portrait - built
games like Tetris.
It's often a
game where the contrarian trader (person who does the opposite
to what
feels natural or seems logical) will make all the money and consistently win.
It's a system that
feels natural and works well, especially when coupled with the
game's other defensive mechanic, the Scramble button — simply tap that and Lara will scramble, in a beautiful bit of animation work, desperately across the ground, making her harder
to hit and letting you move from cover
to cover in relative safety.
It's inclusion in so much of the
game just doesn't
feel natural, though, like Rocksteady were trying too hard instead of allowing the Batmobile
to be another, albeit very important, support tool that bolstered the primary gameplay rather than trying
to stand alongside it.
Playing these
games on the handheld
felt natural and the fact that the PSO had such a simple controller means there was no complicated control scheme
to bring over.
The change of scenery has both good and bad results - while the open world looks impressive, opens up room for extras and is fun
to navigate, it does mean that there are more areas that you will only ever skim past, perhaps not as easily appreciated as the few beautifully crafted buildings that made up the entirety of Arkham Asylum — making the
game feel a little more Assassin's Creed than Metroid, but the
game does generally maintain all of the great qualities of the original and it
feels like a
natural transition
to a larger scale setting.
Everything has a
natural flow and movement
to it, and that's what allows the
game to feel so good, even at this early stage.
I was a bit worried that the controls might
feel awkward, as most tower defense
games tend
to be better with more refined point and click control of a mouse, but the control of the squad leader
to initiate the actions
feels pretty
natural.
The
game's concept is being able
to cut anything at will, so being able
to combine that with the gameplay and maintain a good balance, and have the player cut things in a way that
felt natural and flow with the gameplay was a challenge both technically and mechanically.
This very well could have been a way
to try
to get girls
to try out video
games in a way that Nintendo may have
felt more
natural to them.
In order
to protect himself, Raiden has access
to a parry ability, which is performed by pressing the light attack button and flicking the analogue stick toward the incoming attack as the same time — something that
feels a little odd
to start, but soon becomes part of the
game's
natural flow.
The demo took place on the balcony of the Oculus Connect 2 hotel, which might have added substantially
to the immersion, as I was able
to feel the
natural wind as I traversed through the beautiful world that Ustwo
games crafted.
Other
games that try
to emulate the growth of an unseasoned character don't pull it off with quite the same aplomb as Tomb Raider does — by the end of the adventure, Lara's transformation into a powerful heroine is noticeable, and
feels natural.
I hardly spend time just exploring
games and it
felt so
natural to ride around and discover temples and other little areas.
But this all depends on what racing
games you are used
to, if you are used
to Forza for example you want cars
to handle the way they do in Forza, if you are a F1 fan you would want cars
to control like they do in those
games, it all depends on what you expect but they will all
feel natural once you get some time with them.
Naturally, the remaining multiplayer modes in the
game are very well made and due
to the overall co-op focus of the main campaign
feel like a
natural progression.
A
game never plays the same way the same time... there's often an added non-linear challenge
to create a score that
feels natural and can adapt
to the
game itself.
It certainly makes stealth
feel a lot more
natural than the stupid antics of previous assassins, but the cover system
feels clunky and awkward
to use, an embarrassment compared
to the silky smooth systems of so many other
games.
Its was more because they didn't fit the
game or it didn't
feel natural for Aloy
to do those things, but they were minor.
This is a really cool idea for throw - ins or free kicks when everyone is standing still, but trying
to pull off this high risk maneuver in the middle of a
game is suicide and doesn't
feel very
natural mid-run
to try
to touch the screen.
It
felt like a
natural evolution compared
to previous
games, but it also still
felt like Halo.
For those of you new
to the series, the
game uses a stick - based swing system that works pretty well and
feels pretty
natural for a golf
game.
The
game uses the left and right bumpers for quick 90 degree left / right panning, but it did not
feel natural to use during play.
It's the most immersive adventure
game on the system yet, and while the
game is criticized for being «too easy», I think it's simply due
to the
natural feel of the control set - up.
Indeed, only when you fall back out
to the clumsy menus do you really appreciate how good a job the team has done
to make control
feel natural in -
game.
In the meantime, between a clever mixture of single - player only score - chasing, fun co-op modes, light karaoke functionality, and a levelling - up system that's incremental and actually pushes you out of your comfort zone, this is a
game that repairs all the wrongs the peripheral - based rhythm action genre fell foul
to last gen.. The six - button system on the guitar
feels intuitive and
natural, the charting — whilst occasionally bemusing — is agreeable, and the living content roster is inspired.
From visuals
to gameplay
to the story, Rise of the Tomb Raider
feels like the
natural evolution the series needs
to continue establishing its well - deserved place amongst the other great action - adventure
games out there.
As for the audio front, the music is generic fare and while the voice acting wasn't exactly excellent, it was solid enough
to make it enjoyable and
feel natural for the
game.
Rather than
feeling natural and elegant, the
game mechanic
feels unnatural and contrived, and worse, draws attention
to itself in the process.
Camera control
feels natural and suited for the
game thanks
to being stuffed in the cockpit of a tank, which typically has a limited viewpoint.
It is pretty
natural feeling, and this is definitely a method of L2 and R2 substitution I would love
to see in other
games.
When you play the
game it
feels really
natural — you'll instantly know where
to use him, and it brings in a nice puzzle element.»
There's a real
game of cat and mouse every time you try
to stop a nippy point - guard like Jrue Holiday driving
to the basket, because every bump and shove
feels more
natural.
Pirates ships looking
to rob you and space battles that you can join, just don't hit the notes that they should
to keep the
game feeling varied and
natural.
The more realistic and
natural it
feels to you, the more the player's imagination melds with that
game, then the barrier gets even thinner.»
Not only have they remained extremely faithful
to the original
games, they also made optimal use of the tablet based nature of the new host platforms, ensuring Greed Corp
feels like a
natural fit for touch based devices.»
Both of these albums covered the majority of music present in Metroid
games at that time, and Smash Bros
felt like the next
natural step in an effort
to reach out
to even more people.
For one, the
game was named after the development idea that the sword could be charged up
to gain energy by pointing the wiimote upwards, rather than holding a button, which
felt less
natural.