Sentences with phrase «of gameplay paths»

In Uncharted 4, you will have the choice of going in guns blazing or using the environment to your advantage to get the drop on your enemies stealthily, which opens up a variety of gameplay paths for the player.

Not exact matches

Each board is now a linear path and includes specific events that work with new elements and changed gameplay of Mario Party 9.
I got a great kick out of playing Heavy Rain, because I love interactive dramas, where you can end up with different outcomes and paths, meaning that you can discuss your specific, tailored gameplay with your friends.
Graphics took such a precedence over gameplay that playing through any part of the game was akin to being lead by a leash; I was allowed some freedom, but if I really strayed, I was snapped back to path by the designers» invisible, yet heavy hand.
Gameplay — Merely controlling your rock and rolling it down a blocked path is loads of fun, but also the mini games which are playable on your lonesome or with others online are also noteworthy.
This new style changes the typical, «find the right path to complete the mission,» gameplay that a lot of tactical shooters fall prey to into a more natural approach of letting you choose how and when to attempt a mission.
Monolithsoft's X — launch date (nothing like «winter 2014», I want a precise launch date), more info on gameplay and story, internet connectivity for multiplay and solo campaign, customization settings, list of characters, a new bundle and possibility to call your Save Data from Xenoblade to get access to extra content or change a few things (like the Data Transfer for Fire Emblem Path of Radiance to Radiant Dawn);
Gameplay footage showcasing the tactical gameplay elements of Dynasty Warriors: Godseekers was released today alongside a plethora of screenshots which further detail gameplay aspects such as the immersive Path of Destiny mode, as well as early purchase Gameplay footage showcasing the tactical gameplay elements of Dynasty Warriors: Godseekers was released today alongside a plethora of screenshots which further detail gameplay aspects such as the immersive Path of Destiny mode, as well as early purchase gameplay elements of Dynasty Warriors: Godseekers was released today alongside a plethora of screenshots which further detail gameplay aspects such as the immersive Path of Destiny mode, as well as early purchase gameplay aspects such as the immersive Path of Destiny mode, as well as early purchase bonuses.
Back to the gameplay, the turrets come in a handful of varieties and you can link them together to form laser fences that divert your enemy's path.
There's an easy difficulty if you want it, and the perks of modern gameplay and a push towards a somewhat linear path make it the most accessible of the 2D Metroid line - up.
This game is chock full of gameplay and thematic elements that have been in the slow cooker since the very first Far Cry: The ability to mark targets from afar, vehicle - related action scenes, alternate paths, and of course, that ever - present jungle.
On the narrative surface the game satirically implements the Big Nurse's oppressive and unyielding regime but, in terms of functional gameplay, the prescription system is one way that players enjoy the freedom to choose their own learning paths.
But there are the hardest of the hardcore who are, to put it kindly, more cautious with their seal of approval, given revealed gameplay additions such as Instinct, which allows Agent 47 to see enemy positions through walls along with their paths.
- Batman, Wyldstyle, Gandalf, and the Batmobile all come in the Starter Pack for $ 99.99 - complete the entire critical path with just this content - extra characters, vehicles, or weapons are sold separately - you may see ghosts flying around a level and need the Ghostbusters to take them out - use Scooby - Doo to dig and open up a new area - gameplay has you collecting studs, building and rebuilding within the world, and switching between characters - use Batman's grapple hook to tear down big obstacles - you can also drive the Batmobile to run over poppies (flowers that put characters to sleep if they're near them)- fight the Wicked Witch of the West - use the Lego Gateway outside of the game to avoid obstacles - when the Wicked Witch cast a magic spell, it can lock you into a position - when this happens, the Lego Gateway will flash red, save for one white safe area - move the actual figurine to the white area to be safe - every vehicle has three different forms - you must build and rebuild them throughout the adventure to get by - on mission makes you repower a gateway, but the generator is encased in blue Lego brick - build the Batblaster to use the brick - blaster and electricity shield to get by - in - game instructions tell you how to take apart the Batmobile and physically morph it into the Batblaste - use the sonar brick - blaster to destroy blue bricks
Fans of the franchise may be disappointed that the series» signature open - ended gameplay is not present here; there are not multiple paths to eliminating these targets or different ways to pull off the hit.
While the game reminds me of Dynasty Warriors in its gameplay, it feels a lot more shallow — stages are mostly linear paths, and there are no strategic elements to the game — simply run forward, defeat enemies, repeat.
Although the difficulty is horrifically unbalanced and there is a plethora of gameplay systems that are never explained or even mentioned to you, it has enough strategy and freedom - of - choice story paths to keep any Handheld RPG fan entertained, be it on the Nintendo Switch or PlayStation Vita.
Gameplay still remains at a hard difficulty as randomly generated levels will surprise players by making it impossible to memorise a specific path to the end of any level.
Back then, the Action RPG isometric loot - gathering dungeon crawler genre was pretty popular with titles such as Torchlight, Sacred, Path of Exile and more, all benefiting from this newly popular style of gameplay.
The return of the Gummi Ship was also reaffirmed, and it was revealed that the gameplay for it, now playable as open - world instead of the preset paths from the first two games, had been split into «Battle» and «Searching» phases.
Here's a nice good gameplay look at Stories: The Path of Destinies in it's alpha state, showcasing the game's beautiful art style and environments alongside its combat system.
Naturally the stealthier path is the one which is the one which really gets the most out of the gameplay and with the basic loadout you can experience this, with sticky cams which let you mark enemies and release sleeping gas.
The decision to include a small selection of light puzzles came some way into planning for the project, by way of exploring a question that had been lingering in my mind: what effect would it have to take a purely exploratory concept (a la The Path, Dear Esther) and start slowly re-introducing gameplay elements?
But right now we think if we effectively communicate the power of the idea with Nintendo Labo [and] really enable players to make their creations, personalize them, and enjoy the [inherent] gameplay experiences... We think that's going to be a great way to start and then progress down the path
Based on the legendary Wonder Boy in Monster World series Over 15 hours of epic adventure Switch between up to 6 playable characters each feeling different to keep the gameplay fresh Unlock new paths and secrets with special equipment Soundtrack from Yuzo Koshiro, Motoi Sakuraba, Michiru Yamane, Keiki Kobayashi and Takeshi Yanagawa
The adventure included lets you experience more than 30 hours of role - playing gameplay, complete with minigames, multiple endings, and secret paths and items.
So instead of really controlling the boat, you draw the path and then switch to action gameplay similar to The Wind Waker's boat cannon to defend yourself along that path.
The second part of the gameplay is a much more linear model, with you walking along a nightmare path devised by the villain, which involve puzzles and nerves of steel.
Features Include: • 30 flights of frenzy: Take on 30 bizarre, dream - like puzzle levels by removing obstacles from Subob's path to return him to safety before he crashes • Puzzle Gameplay Turned Upside Down: Negotiate impossible constructions in mind - bending, gravity - defying puzzle levels that require creative thinking to solve • Appreciate the Art of Impossible: Take in the painstakingly hand - drawn artwork of a game whose individual level design takes its cues from some of modern art's most memorable pieces • Nightmare Mode: Serious puzzle enthusiasts that can complete the main game are invited to try this all - new, enhanced - difficulty mode to truly put their puzzle - solving skills to the test
The gameplay consists of guiding the wizard Danos through single - screen levels by using a magic wand to create or destroy blocks that can hinder enemies or provide a path to the goal.
It's equal parts fun and frustrating, the latter compounded by the fact that the objectives change positions in a level should you be caught, meaning that there is never a proscribed «best» path to take, but the small size of the stages and the ease of quick plays on the Switch means you can feel productive in small sessions, which is great as the central gameplay loop can get old quickly.
Some recent examples of my lectures have been: «Experimental Gameplay & Prototyping» for the Animations Sans Frontières 2016 students, «The Path to becoming a Games Producer» for the FCOM Conecta event at the University of Navarra and «Pitching to Everybody» for the Game Development students at the IT University of Copenhagen.
I know gradually introducing gameplay elements is the courteous thing to do, especially when there are this many of the bloody things tucked away in there, but the game's complexity grows so slowly that non-linear levels don't even become a factor until nearly halfway through the story, and even then, they're more a case of «which path should I be picking first?»
Each level plays out from a top down view like a micro-stealth experience; starting mainly from your parked car (some levels spice this up a bit, but the concept is generally the same) the general gameplay flow goes something like this: check out where your objectives are, watch out for the patrol paths of any cops on the scene and plan your route.
With a well - developed metroidvania style, alongside a great amount of content, fun combat, beautiful aesthetics, singular design, moral choices involved in gameplay and unforgettables boss fights, it carves its own path to become one of the best indies of 2017 Read full review
geoDefense Swarm takes all the dizzying vectorized visuals, vexing challenges and highly kinetic addictive gameplay from the original, and changes the equation — instead of defeating creeps along a pre-defined path, geoDefense Swarm challenges you to use your creativity, building mazes for the creeps to navigate across obstacle - laden open levels.
Despite being one of the best if not the closest Gears of War clones to date — Inversion does offer up a vast amount of enjoyable gameplay sequences albeit over-filled with cut - scenes and sometimes a linear path too long to walk.
Not to mention, the game was way ahead of its time in what it offered, from an engaging plot to in - depth gameplay mechanics and even branching paths depending on player decisions.
It's also an artistic experience, one that allows the player to make what they want without penalty, fear of failure, or barriers in the form of the usual constructs associated with gameplay (levels with predefined paths, music that must conform to specific patterns / rhythms set by the game's developers, etc.).
Series Producer Eiji Aonuma has said that this new installment in The Legend of Zelda franchise will be a clean break from the conventions of previous games, removing boundaries that forced players to follow a set path and introducing new gameplay that has not been experienced in previous games in the series.
Developed for over two years by Michael Hicks (design, music, programming, writing) and Gonçalo Antunes (all art and animations), The Path of Motus weaves story and gameplay together to deliver a poetic experience unlike anything before it.
Path of Exile deployed the first test of its Deterministic Lockstep mode in a new expansion beta patch, and so far players are reporting desync - free gameplay.
Whether you're performing hand - to - hand combat or deploying sneakier tactics, skill points can be attributed to advance a certain path of gameplay.
Basically, there are two facets of gameplay; the first resembles very much a dungeon crawler since you basically search the path which will lead to the exit, or in this case the next floor.
Tormentum: Dark Sorrow is the game you get when you mix the aesthetics of Dark Souls, the puzzle - solving gameplay of Professor Layton and some basic moral - decision - based branching paths, wrapping it in a point - and - click adventure.
Over 10 hours of dialogue, exploration, and gameplay challenges with multiple solutions, paths, and endings.
Stories: The Path of Destinies is an indie title with a beautiful art style, challenging gameplay, and intriguing story line has all the makings of a great game.
The main element of gameplay is sliding these spots / slide around to avoid danger and ultimately create a path to leave the level completely.
Once again, just like in Path of Radiance (see that game's review), the gameplay doesn't stray too far from the Fire Emblem formula.
In many cases during my gameplay experiences, going down one branching path of corridors and tunnels leads to a dead end.
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