Not exact matches
The controls are slow and clunky, the technicals are passable but never really shine, the story and
progression through the
game is erratic, and we think the potion making part will prove frustrating for some
of the title's audience.
In the Band modes, up to four players can jam together, online or off, as they progress
through the
game, and in single - player Career Mode, players can jam on any
of the instruments in branching venue
progression enabling them to rock out in the order
of their choice.
These elements are supposed to represent the style
of music available in each
of the songs that appear here and it makes your
progression through the
game feel a little more involved than simply selecting the next song from a huge playlist.
Progression comes
through blocks
of four races, each
of which has to be completed to move on, and as you move
through the
game's championships each
of its various tracks becomes available in Single Event modes, while Mini Games - split between doing enormous jumps and going
through record numbers
of checkpoints against the clock - also become available.
A big pro to the
game is when you have a couch co-op partner to blast
through the level - based experience — because while the creativity
of the levels remain while playing alone,
progression just isn't as fun as it is when you're watching your mate fall to their death for the hundredth time because
of your cheeky sabotage.
Progression through the
game gives a real sense
of accomplishment and your mates will find themselves cheering you on as you drive, all the while trying to grab the controller out
of your hands for their turn.
For the first time in the series, the expansive land
of China is shown on a single map with the introduction
of an open world format for diverse
progression through the
game.
Doom 3, Resurrection
of Evil, and «The Lost Mission» have been optimized in 3D, featuring 5.1 surround sound, Xbox 360 Achievements, PS3 trophies, improved rendering and lighting, and a new check point save system allowing for smoother
progression through the
game.
A new trailer for Culdcept Revolt released that walks you
through the basics
of the board - meets - card -
game's
progression, proving a great first step for anyone curious about the title.
Thankfully, a new trailer has been released that goes
through the basics
of the board - meets - card
game's
progression, proving a great first step for anyone curious about the title.
Rather than spells that are learned
through leveling up, the skill tree or other character
progression, in theory the entire spell - slinging arsenal is available to you from the moment you first boot the
game in the form
of the Elemancy menu option.
While there are a few twists and turns, and a handful
of aggressively lengthy cutscenes, plot is decidedly not the focus
of Xenoblade Chronicles X. Rather than forcing you
through a set
of linear plot beats, the
game lets you decide when to take on any given story
progression mission for the chapter you're on.
Besides that, there will be some sort
of progression system as you can collect Zeni points
through battles, which in turn, allows for players to nab alternative colors for the roster and some other items too via an in -
game shop.
«Plus,
gamers will be able to take on the world in Online
Progression, levelling up
through a series
of challengers and secret online JAM Challenges to unlock online exclusive rewards and hidden content in the ultimate quest for global bragging rights.»
Progression through the
game is simply a case
of killing all the humans, at which point you'll unlock the next plague type to play with, whereupon you repeat the aforementioned annihilation
of humanity but with your strategy having to be altered slightly due to the unique properties
of your chosen strain.
Progression through the
game is a throw back
of sorts to the early Guitar Hero
games, as it is star, rather than venue, based.
Progression through the
game is handled by the completion
of Speedlists, sets
of various objectives that gently herd you around the different events, encouraging you to get a Silver or Gold in a race, bust a certain amount
of racers, patrol a set distance, smash into cars or use your pursuit tech.
It's not immediately apparent that Plains content
progression is completely separate from the main
game, so I wasted a fair amount
of time on the Plains when I should have been progressing
through the base
game to get new Warframes and crucial items.
If anything can give a
game a sense
of progression to drive you
through the gameplay then it's XP and loot, right?
Despite what it was made out to be during the build - up to release, though, the island
of Yamatai isn't a playground — your
progression through the land and
through the
game as a whole is largely linear.
You can also test your skills by battling your way
through a
progression of enemies in a mode called «The Multiverse,» or take on real people in the
game's online multiplayer modes, which include private matches as well as ranked battles.
In the Band modes, up to four players can jam together, online or off, as they progress
through the
game, and in single - player Career Mode, players can jam on any
of the instruments in branching venue
progression enabling them to rock out in the order
of their choice.
Since Re: coded was originally developed as a series
of episodic
games for Japanese cell phones, the
progression through the various worlds is very linear.
Between this, the incessantly annoying lock on camera, and a lacking character
progression after half way
through the
game, I found myself coming out
of it a bit disappointed.
A lot
of people see this
game through rose - tinted glasses — which, I understand — it's a phenomenal
game — but the loot and
progression system is definitely the
game's weak point.
Destiny is a
game that holds a great amount
of hype around it and while the initial reveal
of it at E3 ’13 led us to believe that we are in for a
game that is going to exemplary, some leaked Alpha Gameplay videos which leaked from an Ubisoft employee (Ryan Butler, Graphics Designer) have made their way onto the internet due to his excitement
of streaming the
game on his PS4, sadly the
game has yet to show any unique feature that we haven't already seen in a Borderlands
game, but at least Borderlands is a
game that offers comedic story
progression through hilarious storytelling, but Destiny is too straightforward and doesn't really offer anything that we haven't seen already.
DOOM 3, Resurrection
of Evil, and «The Lost Mission» have been optimized in 3D, featuring 5.1 surround sound, Xbox 360 Achievements, PlayStation 3 trophies, improved rendering and lighting, and a new check point save system allowing for smoother
progression through the
game.
Multiplayer is the single - player
game on a single board (instead
of a
progression through all five boards) with friends instead
of AI ghosts.
The
game uses skill - based
progression, and is focused on allowing players to define their approach
through the use
of various tools, weapons, and abilities.
As a side effect
of this
progression fewer and fewer
games every year are hardcore, beat you down, and throw your controller
through the nearest wall tough.
The
game gives the player a sense
of development and
progression through research, allowing them to entertain new possibilities to increase the productivity and efficiency
of their network.
It's a different kind
of progression than I'm used to; rather than visiting new areas for a feeling
of physical advancement
through the
game, you do different things for people in the same areas as you advance
through the story.
As tradition, Link is only armed with a simple sword and shield at the beginning
of the
game, but with
progression through the
game's signature dungeons, our hero's arsenal will expand, allowing him to reach previously unreachable areas by clearing obstacles in his path.
Further encouraging this sense
of progression are in -
game items that are only unlocked upon completing specific elements
of the
game, as well as the array
of showcase events that can only be accessed after a first full play -
through of the career mode.
Starting from the 2009 season would be
progression, but in order to make the truly most historic F1
game to date; classic seasons beginning in the first - ever F1 season in 1950 and continuing
through the decades and eras
of F1 including new tracks, track variations, legendary drivers, cars, teams, engines, aerodynamics and much more besides would not only be amazing, but unprecedented.
Zelda
games — and indeed most
games of the genre — put emphasis on
progression, character development and a sense
of earning something as you move
through the
game.
Calling back classic arcade
game days
of unlocks and
progression, as you take your journey
through Everybody's Golf, new features and
game types will unlock.
The
game's goal is to send tons and tons
of robots your way, often pausing your
progression through the level to present a particularly large amount
of bots plus a mini-boss or two to make things interesting.
The
game doesn't want to force you to play your way
through a series
of levels in a linear
progression, which is perfectly fine and in fact preferential, but a collection
of rooms filled with portraits that serve as portals isn't an inherently intuitive way to find your way around the
game.
Game progression follows a very tried and true pattern
of letting the player explore a new area, wander into and
through a dungeon, and reporting back to the hub world to progress the story further.
The above team made a
game about «impotence» using a two - part graph that plotted (what they defined as) fertility and a
progression through three - stages
of emotional and physical arousal to try and explore how it might feel to struggle to conceive a child under the pressures that can build up in a family relationship over time.
Playdead, the makers
of Limbo, have finally brought us a newer
game that will push you to the limits and leave you questioning the cause
of your
progression the whole way
through.
I should also note that the missions here are exactly the same as the 2013 Defiance releases, the player I was playing
through the beta with was a little disappointed to not see even the slightest
of changes, especially as character
progressions from the original
game doesn't carry over.
Also a matter
of luck, to a degree, is
progression through the
game.
I was lucky enough to be one
of the first people to play MKX on iOS, and even though I've never been very fond
of playing
games on my tablet or mobile, being able to unlock extra goodies on my console via
progression through the iOS title, has made me pay serious attention.
Paul Rustchynsky, the lead developer on the project went on to talk about how people might buy their way into more powerful cars that they were not ready for and that the design
of the
game is designed around natural appropriation
of cars
through the
progression of the
game.
As far as I understand it, you're locked into your faction's area
of the
game until you're level 50 (technically max but theres a «veteran»
progression system beyond it) and then you can go into the other two faction's zones and play
through all
of their quests, now scaled up to level 50.
Over the past couple
of weeks, I have been enjoying the journey
through RIFT Prime, the
game's first
progression server.
However, I think the WORST part
of this
game, was the lack
of intersting worlds (you have forest, you have desert, you have ice, and I really can't remember the others, since they must have been a bore) and the very linear
progression mario makes
through the map (the only deviations are short, and usually lead back to the same path).
If we're talking about the experience
of a
game (in the generic sense)
progression through rising difficulty, new levels, new places, etc..