Sentences with phrase «of gameplay situations»

«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 rentalOf 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 rentalof 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 rentalof 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 beatinOf 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 beatinof 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.
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