Sentences with phrase «of poor game design»

Numerous other frustrations, problems and examples of poor game design are present throughout the course of the game as well, although for the sake of keeping this review somewhat short I'll forgo talking about many of them.
Instead, its horrors are derived from the game's shoddy execution, weak puzzles and frustrating play rhythms, a nest of poor game design decisions through which disappointment, not fear, are hatched.

Not exact matches

BlackSite is a decent game unfortunately held back by poor AI and a lack of variety amongst the poorly designed enemies.
I liked playing this game, despite getting frequently frustrated at all of the missed opportunities and poor design choices.
Flockers is a great idea for a puzzle game, but it suffers from a lack of polish and some poor design choices.
Poor, unresponsive control and linear level design prevent this game from being enjoyable by anyone other than big fans of the animated series.
While the game does have a lot of charm and has some pretty cool boss missions, Lego Rock Band is too easy and has too many poor design choices that pulls the game down to average quality.
Despite that the game offers really poor game modes, bugged online playing and the worst graphic design of this generation.
While the game does have a lot of charm and has some pretty cool boss missions, Lego Rock Band is too easy and has too many poor design
Mafia 3 has one of the best soundtracks in any game ever and is good in brief stabs, but it's difficult to recommend when its rays of mafioso sunshine are buried beneath poor mission design, repetitive action and forgettable bloat.
In the end, however, no amount of nostalgia can absolve the game of its ropy gameplay, patchy plot, substandard production, generic (and sometimes poor) level design and thin content; the campaign takes around eight hours to complete and that's the only mode on offer.
Despite being solid and fun - to - play Star Wars: The Force Unleashed 2 is poor in a lot of game aspects, for example gameplay (really repetitive), level design (linear) and enemies variety and AI.
However, poor design choices make most of the game's dances feel inaccessible, with frustrations that far overpower Bounden's brighter moments, making it more likely to start a fight than a friendship.
Although it uses a tried and successful gameplay design - that of the Monster Hunter series - Lord of Arcana feels like a rushed, poor - man's version of Capcom's games.
Levels are designed more like shooting galleries than a convincing battlefield, and the game does a poor job of directing your attention to your next objective - the HUD often seems to deliberately lead you in the wrong direction.
While the game has plenty of rough around the edges, including a poor story, clunky controls, and oftentimes obtuse design, The Curse of Brotherhood won me over with its inventive puzzles and well - paced levels.
Great game play mechanics and ideas, hindered by poor art design and middle of the road graphics.
Whether it was poor level design or sloppy programming here are ten of the worst games available on the PlayStation 4.
Ugly design, poor camera and video, lack of applications and games, BB7 will be defunct in six months time
Of course, the games themselves have a lot to do with this as no headset can counteract poor audio design and mixing.
Otherwise it was an impressively problem free experience, and the first game in quite some time where I didn't need to download a day - 1 patch and didn't spend a lot of my time cursing how games were getting kicked out of the door in such poor states Here's hoping Battlefield 5 manages to do the same, although it's clearly Battlefront's tighter focus and simpler design philosophy that has enable DICE to polish it up so well.
Still, you'll likely find yourself dying a fair bit, largely through your own fault but sometimes it did feel like oblivion came because of the game and a poor design choice, but a generous checkpoint system ensures you'll never be stuck replaying chunks of the game.
There's some pretty poor texture work throughout the game, or at least there is when it decides to pop - in at all, and some questionable animation work as well, denoting the fact that the Bureau isn't at the top of its technical game, but from a visual design standpoint it is rather lovely.
Even when you do get in a game though, the multiplayer aspect of the game is rather weak, with poor level designs and a rather boring feel to the game.
Overall Earthworm Jim HD suffers from many poor design choice which really puts forth that this it is a remake of an older game.
The open world exploration aspect is executed very well but the restricting nature of the game, constant graphical glitches, and poor design decision of a key aspect in the game (walking), will turn away many gamers who would have loved to add this title to their Kinect Collection.
Your commentary on it being a poor design philosophy is probably why you aren't a video game designer and why Bioware is making a ton of money on a free to play game.
I don't blame the review, he wasn't comparing it to other games, he wasn't bashing it recklessly or being an idiot about it, he was telling us that the game is flawed in designed, uneventful and over all of poor quality.
The control, along with a small number of other poor design decisions, takes the game from being a blast to being an expensive bundle of frustration.
The PSP may be marred by a poor design decision, but it more than makes up with this with a plethora of fantastic games and I look back on it very fondly.
As a newcomer to the series, the game has a lot to offer, but poor design choices ultimately lead to the game becoming mediocre instead of great.
The poor design of the game really brings it down, and even with such a deep level of customization, it will be hard for anyone who doesn't like Paintballing to get anything out of this.
It is perfect for a touch screen, and would perhaps work well on the Wii U GamePad, but I can not see anyone who owns a smartphone opting to pay more money for a console version that has a poorer control interface than the one originally designed for that type of game.
Sniper: Ghost Warrior 3 has potential to be a great action game, but its poor design of the open world, drab missions, a lot of technical issues and a lame story tears down the game.
Mafia 3 has one of the best soundtracks in any game ever and is good in brief stabs, but it's difficult to recommend when its rays of mafioso sunshine are buried beneath poor mission design, repetitive action and forgettable bloat.
The game presented me with level design so poor that developer Comcept knew ahead of time I wouldn't understand what to do.
As many of us probably know, uneven difficulty curves or poor game design can absolutely ruin those experiences and make difficulty a factor once again.
Game developers still can make good games in spite of poor understanding of interface design.
Yep, I believed that Twilight Princess could be better than Ocarina of Time as a game, it was a good attempt but hampered by silly design choices and some poor pacing in parts (I still think Twilight Princess is a great game though).
Perhaps in another game, from a publisher that's less of a greedy scumbag, I'd be inclined to give them the benefit of the doubt and say it was just a poor design choice meant to keep people playing for longer.
Games like Final Fantasy: All the Bravest are designed specifically to drain your wallet, and ports of console games like Jet Set Radio are seemingly unplayable due to poor touchscreen controls.
This has been discussed before, but the Paradox strategy games are designed to turn the player into a viciously expansionist monster, sweeping other religions and cultures into the dustbin of history along with the bones of ten thousand poor soldiers.
By today's standards, the clunky controls of games like Silent Hill 3 or the original Resident Evil would be written off as poor design, but these games lost really lost something with improved combat controls.
I believe that to be poor game design because it will turn off many players, who will then not experience the rest of the game (or if they do it'll be on YouTube).
A large part of good game design is ensuring that poor controls or confusing levels don't obstruct this flow state.
The bottom line is that Sticker Star is a generally enjoyable experience filled with long stretches of utter rage induced by poor game design.
Well, as I mentioned, Sunshine had more problems than its story trimmings — being a direct rehash of 64, a not so great gimmick with the FLUDD, the nigh - impossible method of finding all 120 stars, the poor level design, the «sameness» of the entire game (being placed on a tropical island) and so on.
Because as we all know, «reboot» games tend to have poor character designs and lack the charm of the games that came before them.
When the foundation of a game is timing and precise movement, poor controller or button design can really lead to occasional frustrations.
Running many smartphone - designed apps — possible with the exception of games — on a 10 - inch tablet is a frustrating, poor experience.
a b c d e f g h i j k l m n o p q r s t u v w x y z