«An ultra-solid strategy game full of interesting features, large maps, and a wide array
of gameplay situations.»
Not exact matches
It's a good «ol jump in and have fun sort
of situation with the
gameplay.
Thanks to a wider variety
of gameplay and game
situations, War Thunder won the scepter
of the best free - to - play in the skies
of World War II.
For good graphics, decent storyline and a good flow to
gameplay in single player mode, Call
of Duty is a slightly better game than 1942 in that the characters and
situations seem more real given AI and ambient graphics and sound.
Ghostbusters: The Video Game, despite some
gameplay issues, features a good variety
of situations with a lot
of strategy linked to different kinds
of weapons and enemies that requires a special attack to be beaten.
I'm on the fence on this one... recently I've been playing tougher, longer games, (Wolfenstein, RE5 etc.) and Cloudy With a Chance
Of Meatballs was a nice break from that and although the dialogue is often times completely irrelevant to the current situation, a good selection of funny weapons and a collectables system with alternate ending make this game fun... I thoroughly enjoyed the 12 hours of gameplay that it did offer but it's really hard to get attached to something that doesn't stay around too long... I have a Gamepass from Blockbuster which allows me unlimited game rental
Of Meatballs was a nice break from that and although the dialogue is often times completely irrelevant to the current
situation, a good selection
of funny weapons and a collectables system with alternate ending make this game fun... I thoroughly enjoyed the 12 hours of gameplay that it did offer but it's really hard to get attached to something that doesn't stay around too long... I have a Gamepass from Blockbuster which allows me unlimited game rental
of funny weapons and a collectables system with alternate ending make this game fun... I thoroughly enjoyed the 12 hours
of gameplay that it did offer but it's really hard to get attached to something that doesn't stay around too long... I have a Gamepass from Blockbuster which allows me unlimited game rental
of gameplay that it did offer but it's really hard to get attached to something that doesn't stay around too long... I have a Gamepass from Blockbuster which allows me unlimited game rentals.
The post-apocalyptic world is devoid
of situations or characters
of interest and its problematic
gameplay pales in comparison with its main inspirations, namely FTL and The Banner Saga.
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.
«We wanted to convey how the heroes interact with each other, their new world, and the chaotic
situation they've all found themselves in all while providing a nice blend
of high stakes urgency, lighthearted comedy, and unique
gameplay moments.»
Armour Skills do all kinds
of things, from offering resistance to status effects like poison, to boosting your weapons» Affinity rating — basically your chance
of scoring Critical Hits — to buffing your health and stamina, to improving your prowess in pretty much any
gameplay situation you can think
of.
Yes, much
of the trailer looked scripted, but in many cases the footage looked rather like it was recorded during live
gameplay, and edited to be shown from different angles without a HUD (according to IGN, the game's HUD is minimal, unobtrusive, and automatically hides itself in certain
situations anyway).
The new
gameplay video shows how players can get themselves out
of sticky
situations in Total War Saga: Thrones
of Britannia.
However, Linelight had me hooked with its assortment
of clever
situations and innovative
gameplay mechanics that gradually get introduced throughout its rewarding campaign.
It promised solid
gameplay coupled with diverse and versatile means
of resolving
situations.
Dante Alighieri's Divine Comedy served as an inspiration for few names and
situations (Dite, the world the game is set in; Charon Corps, the game tasked with the exploration
of this world; the AI named after Vergil, and so on), which as an Italian I particularly enjoyed, but isn't as deep as hinted at during the first hour or so
of gameplay.
To planify all the possibilities
of a stage and have an overall look
of entire chapters we create the
gameplay situations in a vector designed grid before assembling the graphic elements on Unity.
And once again, this gives off a lot
of assumptions that «he got fired just for being on a podcast and that was the whole reason» (which of course helps feed into people's assumptions that «LOL OF COURSE THEY WOULD Nintendo is so BACKWARDS they won't even let employees do PODCASTS») It's the whole Youtube situation again with people claiming Nintendo actually blocked any gameplay video where the user doesn't pay them (no, they'll just get a note that «hey, you can't earn any money from this one video»
of assumptions that «he got fired just for being on a podcast and that was the whole reason» (which
of course helps feed into people's assumptions that «LOL OF COURSE THEY WOULD Nintendo is so BACKWARDS they won't even let employees do PODCASTS») It's the whole Youtube situation again with people claiming Nintendo actually blocked any gameplay video where the user doesn't pay them (no, they'll just get a note that «hey, you can't earn any money from this one video»
of course helps feed into people's assumptions that «LOL
OF COURSE THEY WOULD Nintendo is so BACKWARDS they won't even let employees do PODCASTS») It's the whole Youtube situation again with people claiming Nintendo actually blocked any gameplay video where the user doesn't pay them (no, they'll just get a note that «hey, you can't earn any money from this one video»
OF COURSE THEY WOULD Nintendo is so BACKWARDS they won't even let employees do PODCASTS») It's the whole Youtube
situation again with people claiming Nintendo actually blocked any
gameplay video where the user doesn't pay them (no, they'll just get a note that «hey, you can't earn any money from this one video»).
For you to understand what this means, you need to check out some
gameplay reveals demonstrating the game's key mechanic, which is allowing the player to have multiple ways
of approaching intense
situations, for example, check this
Learn to master this facet
of gameplay to be able to quickly build a fortification when the
situation seems conducive to the use
of this system.
Of course, all the regular MvC gameplay features are included — the game is a 3v3 situation, allowing you to call in your allies to perform assist attacks, or tag characters in and out in order to allow a weakened character to recover the red portion of their health once they've taken a beatin
Of course, all the regular MvC
gameplay features are included — the game is a 3v3
situation, allowing you to call in your allies to perform assist attacks, or tag characters in and out in order to allow a weakened character to recover the red portion
of their health once they've taken a beatin
of their health once they've taken a beating.
In terms
of in - game storytelling, the game has been crafted well, often flowing straight between
gameplay and cinematic, sometimes taking you into a first - person view in certain
situations, which gives you a more personal perspective in certain events.
Despite the obvious links in terms
of title — not to mention the fact that it uses the same basic
gameplay mechanics as Secret
of Mana, ring menu and all — Secret
of Evermore was never intended to be part
of an either / or
situation with Seiken Densetsu 3.
The game features a tonne
of unique and crazy weapons that keeps the
gameplay tight and interesting as players strive to find the perfect weapon for the particular
situation they're facing.
The
gameplay is better than ever, and there's often different ways
of tackling each
situation, like using stealth, scouting and hacking to get through the opposition unscathed as though you never were there, going in guns blazing until no one stands in your way, or using a combination
of both.
In Paradise Lost the map is an important
gameplay element, not only to have a reference
of the player's
situation but to know the location
of locked doors, save stages and shortcuts.
MGSV differs from that
of 4, however, as there is more emphasis on
gameplay, with significantly reduced cut - scenes and multiple ways to tackle each
situation.
For one, the
gameplay gets a facelift; instead
of a paltry ten hours
of hacking and slashing, players get to use their force powers to solve some environmental puzzles and some strategy will be required in certain combat
situations.
Random elements and unique
situations in open world games are some
of the best content to happen during
gameplay in my opinion.
The piece
of live
gameplay we presented at the PlayStation Meeting 2013 shows you a new world, a new
situation and a new hero.
The meat
of Headlander's
gameplay is in navigating the player's head from interchangeable character to character according to the
situation, ducking in and out
of cover, and strategically utilizing laser weaponry that bounces off walls.
This mechanic allows for some pretty exhilarating
gameplay as players have to be quick on their feet and decide what is
of more importance at any given
situation.
The game's opening premise is solid, and the
gameplay is smooth and satisfying, and I can not wait to see what absolutely awful
situations I get to see the characters
of this installment go through.
Essentially every once in a while the story presents a
situation where players can go either one way or the other but whatever the choice, it will affect the pair as a team and each decision made «sets players on a course that affects the
gameplay and direction
of the storyline.»
Situations do a great job at introducing you to the slow, tactical
gameplay that the Rainbow Six franchise prides itself on; Call
of Duty this is not.
While this is a disappointment considering how much I enjoyed the campaigns
of Rainbow Six: Vegas 1 & 2 — more so for their tactical
gameplay than their narrative prowess — this doesn't mean that the
Situations in Rainbow Six: Siege are without merit.
However, the reality
of the
situation is that while
gameplay is virtually identical, it appears that Starbreeze Studios has compromised the PlayStation 3 version in a number
of respects.
The way Campaign plays is sort
of like the FPS games in how you'll have certain
situations to work with but with the RTS
gameplay.
But after sending the build to streamers we noticed that the audience instead
of slow tactical
gameplay preferred unexpected
situations, like UFO, a murderer
of a cop, a horse in the middle
of a house etc..
All game elements are designed to make this
situation the recurrent theme
of gameplay, and the player learns the basic rule: Fighting an enemy from cover is a winning
situation.
While it's great to have so many items, there are some control issues with selecting them during more intense moments
of the
gameplay — and it's rarely a challenge to actually decide which disguise or ability is best suited to the
situation, as there's almost always only one way to approach a
situation.
Breach and Clear gives gamers a taste
of slow - moving, steady close - quarter combat
situations through strategic
gameplay and excellent execution
of level design and enemy placement.
Plot and
gameplay mechanics
of The New Colossus entertain, and keeps you playing for hours, with that B series tone that knows what it should look like and isn't scared to put you in bizarre
situations that seem to be written by someone who has a few screws loose.
While you're playing, you'll also come across
situations that require you to make decisions that have effects on your player's progression in terms
of not just narrative implications, but
gameplay implications as well.
However, most
of the
gameplay is focused on stealth so you don't get into these
situations too often.
In each exciting run, you will face entirely new
situations, ensuring countless hours
of thrilling
gameplay and generating myriad opportunities for individual, meaningful moments to experience.
To accomplish this, we are implementing new ways
of puzzle design and use new game mechanics: We will, for example, be introducing new and easy - to - learn one - click controls, which adjust to the current
gameplay situation, allowing players to understand puzzles and
situations more intuitively.
Valley
of the Yetis is more Far Cry 4
gameplay that, at times, forces you to approach familiar
situations differently, but it does not have the same spark as the source material.
The combination
of permanently jumping chicks, line drawing on the whole arena and the timing factor was resulting in a very dynamic
gameplay, generating new
situations and challenges every time you play.
The concept
of a sequel is often welcomed by RPG fans, with players longing to see their favourite characters in new
situations, and enjoy new styles
of gameplay.
I was told that there were often internal debates over how one would actually deal with a particular zombie
situation and the game's plethora
of gameplay styles and options were created to allow the player to make their own choices.