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.