Sentences with phrase «of games feels»

Each of the games feels complete and fulfilling on its own, and the addition of a framework of challenges and unlockables functions as a carrot to draw the gamer deeper.
The world of games feels different now than it did one year ago.
What troubles most is that each of the games feels like a flash game.
Looks good at the time but by the end of the game you feel sick and just want to go to bed.
For the entirety of the Game it felt like who ever came up with one more big hit would take the W. On the Pikes side..
All of the issues that I've outlined with Metal Gear Survive essentially boil down to one thing: the vast majority of the game feels boring.
there are many instances like these, challenging and rewarding and none of the game feels unfair.
It's just a real shame that the rest of the game feels paper thin.
Mad Max is at its best when you're hurling through the desert with a pack of murderous bandits on your tail, but the on - foot portion of the game feels derivative and largely uninspired.
At the same time, though, the exploration segments tend to carry on for too long and without much interesting happening along the way, so a lot of the game feels like padding.
I usually get tired holding my phone in land scape, and a lot of games feel cumbersome to play on touch screen.
At its core, the pace of the game feels much slower than the furious matches played out in either FIFA 12 or 13; this is due to a myriad of tweaks under the hood of the game engine, including more realistic ball physics, longer stopping distances and the ball not feeling as if it's glued to your feet when sprinting.
The visuals of the game feel like last generation a times.
This is coupled with story cutscenes that sometime outstay their welcome and the pacing of the game feels off at times.
The fighting in the game really is much too simple and the controls during these sections of the game feel extremely sluggish and just don't handle that entire well.
Developer Derek says «I really want Spelunky to be as fun to look at as it it to play, and to that end, we've added lots of little details to the backgrounds to try and make each part of the game feel even more distinct.»
It isn't the additional content that made it special, though — the team made every piece of the game feel hand - crafted.
The boards and design of the game felt really bland, although a lot of the minigames were pretty fun.
It's not a terrible thing, as the studio is carving out their own identity in a similar fashion to Final Fantasy or Dragon Quest, yet when the rest of the game feels like a patchwork quilt of classic JRPG mechanics and conventions, the result doesn't resonate as well.
This part of the game feels very outdated, it felt just like the environments from Final Fantasy X, it all looked wonderful but was essentially just a fancy corridor.
Much of the game feels unintuitive mainly because it is so unfamiliar.
One problem with the fast - paced combat is that it makes the rest of the game feel like you're slowly slogging through a swamp.
Pac - Man World Rally is a game that could have just been good fun on the PSP, but the final version of this game felt more like a beta release.
Very little is ever repeated making each part of the game feel painstakingly handcrafted.
The beginning of the game feels fairly basic but as you progress further in the story and unlock more skills through the skill tree, it becomes rather complex.
The frame rate also manages to hold steady at 60 FPS which improves the experience but the central hub of the game felt odd because I noticed that frame rate was dropping with no reason at all.
The difficulty of the game itself feels balanced (and can even be changed before each mission), but if one character happens to die in a level, they will not receive any experience whatsoever.
With casual games, serious games, simulations, or straight - up learning apps, kids engage when the goal of the game feels worthy of their efforts and attention.
As a fan of dating sims, this aspect of the game felt familiar.
It's also worth noting that the Boost mechanic can sometimes make parts of the game feel automatic, which is unfortunate, especially given how short the stages are.
For me, this really made the hunting aspect of the game feel more realistic and an important part of the game because it forces the player to interact with the environment, otherwise there would be no reason to have such a varied amount of wildlife and it would all be just for show.
I know a lot of gamers feel the same as I do when I say that there are a lot of games out there that I have never gotten to try, but I wish I had the time to.
The entire first half of the game feels rather weak with straightforward battles, uninspiring locales to explore and a plot which feels like it's managed to get lost somewhere along the way, but the second half of the game almost feels like a different beast.
All gamers deserve a happy ending and after all of us gamers feeling the full range of emotions about Duke Nukem Forever, I am thrilled to be in a position with the trust, power and means to make it happen.
«He does have redeeming qualities, and he does truly love this woman [but] our goal was to basically make a character that seems like he has it coming to him in the beginning of the game, but by the end of the game you feel different about him,» he continued.
By adding such an imminent threat of death, it makes progressing through each area of the game feel like a major success.
Despite all the bickering i think the majority of gamers feel the same.
So, while the combat and shooter aspects of the game feel competent they unfortunately do nothing new or innovative insofar as the mech genre is concerned.
Overall the 3D layout of the game feels very natural.
I know that's pretty odd because that was around the time a lot of gamers felt the futuristic style wasn't for...
Time loops alter the gameplay immensely and every second of the game feels like it could be a fake out, meaning that you'll always be uncertain of what exactly is going on.
The graphics are really quite spectacular and the flow of the game feels just right.
The game feels comfortable and familiar as I settle into my Destiny 1 routines, yet at the same time, the overall structure of the game feels like it has been fixed for the better.
By the end of the game I felt like a 16 tonne weight covered in electricity.
While most of the game feels fairly good, the abrupt transitions between the area's layers made me limit each session to about 45 minutes or so.
The game offers players some of the best gameplay yet, but much of the game feels like a step back from previous outings.
At its core, the pace of the game feels much slower than the furious matches played out in either FIFA 12 or 13; this is due to a myriad of tweaks under the hood of the game engine, including more realistic ball physics, longer stopping distances and the ball not feeling as if it's glued to your feet when sprinting.
While a majority of the game felt old - school, gameplay aspects like this made the overall package feel fresh at times.
I admit, though, I found myself not wanting to, since the rest of the game feels so classic.
In fact, instead of the game feeling new and unique, the game becomes boring and repetitive.
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