Sidequests and secondary activities in a lot of current
open world games feel like an afterthought by comparison, and I think that's because, in open world games, technology has outpaced design for years.
Not exact matches
I don't
feel like we have to come out of spring ball with it, but in a perfect
world you'd like to know two weeks before your
opening game,» Petrino said.
I really hate
games that let's you run free in an
open world without letting you
feel forced into doing stuff.
The
game is empty and boring, it tries to be an
open world gamebut it's pretty linear and it lacks of a decent gameplay, unfortunately it's another interactive movie, it
feels like you're watching a movie instead of playing a
game, it tried to be a witcher 3 / zelda wannabe but it comes no where close to any of them, the onlything this
game brings is graphics and nothing else.
The good side about this
game is that it welcomes new comers with
open arms and the environment and all of the
open world feels natural just like a living place, unfortunately it just
feels like that at the very beginning and then you realize how poorly made this
game is.
YAWN - it
feels like another generic
open world game that doesn't exactly contribure much.
Burning through powerful foes and looting their corpses for rare treasures captures an excitement rarely
felt in
open -
world games.
The
game advertises as an
open world game but
feels on rails the entire time, The
game is also very hard to find immersive, here i am fighting a giant combat robot that looks like a m1 abrams and i have to kill it by filling it up with arrows, it was pretty funny.
Good
game, it's just I found it struggled to find its own identity, it's taken a lot of what has been done in other
games and not brought much new to the table, still done very well it's just it didn't pull me in like I hoped, I
felt like while the
open world was very beautiful that's all there really was to it, it
felt very empty to me, it didn't make me want to explore everywhere like say fallout or the witcher.
Good
game, it's just I found it struggled to find its own identity, it's taken a lot of what has been done in other
games and not brought much new to the table, still done very well it's just it didn't pull me in like I hoped, I
felt like while the
open world was very beautiful that's all there really was to it, it
felt very empty to me, it didn't make me want to explore everywhere like
Sniper: Ghost Warrior 3 saw the addition of an
open -
world dynamic that is simply underwhelming, and the
game honestly
feels like an undercooked version of Call of Duty meets Far Cry.
The lack of travel options and quest variety are undoubtedly a detriment to the otherwise well - crafted
world, but Yonder still
feels like a breath of fresh air in the murk of homogeneous
open -
world games.
But when it comes to new
open -
world games, most aren't as unique or successful as Horizon, and it's led to an overwhelming
feeling of homogeny within the genre.
I'm still looking forward to it, I
feel it should have erred more towards a survivalist rpg than a bog standard
open world action
game.
The
game doesn't have dozens of side objectives or mini-missions like most of the other
open world games but it is still
feels great to play this
game.
2017
felt like a banner year for
open world games.
Looking at a lot of
open world games that are out there, we did
feel that their unique selling point was their size — the sheer massiveness of the map or how long it takes to traverse it.
And, this can't be stressed enough, not only has Guerrilla crafted a fantastic looking
game, but the mixture of familiar
open -
world gameplay elements as well as the
game's new and unique
world and story make it
feel both exciting and refreshing.
Though still plagued by repetitive side missions, the new combat system, revamped vehicle controls (thank goodness) and the addition of interior environments give them a real
open -
world superhero
game feel.
3D
World feels even more random then most Mario games — they should have made a full snow world, one world with the japanese style levels (the ones where you can open doors with the touchscreen), revisit Sarasa Land and so on, each with its own narra
World feels even more random then most Mario
games — they should have made a full snow
world, one world with the japanese style levels (the ones where you can open doors with the touchscreen), revisit Sarasa Land and so on, each with its own narra
world, one
world with the japanese style levels (the ones where you can open doors with the touchscreen), revisit Sarasa Land and so on, each with its own narra
world with the japanese style levels (the ones where you can
open doors with the touchscreen), revisit Sarasa Land and so on, each with its own narrative.
meh, kinda
feel like id be more interested if it was an
open world 3d donkey kong
game.
Zenimax Online Studios
felt they slowly addressed their initial problems, primarily by making the
game feel more like an Elder Scrolls
game by adding more
open world systems.
By trimming the fat Ubisoft have sidestepped a lot of the issues that plague their
open world games, and progression and discovery both
feel much more dynamic and natural here; the combat and other gameplay elements may remain essentially the same but when they're as tight and polished they are here, then hey, who's complaining?
The
world map is pretty lackluster to navigate and the
game feels quite linear in nature, which might not be a bad thing for those who are tired of the
open world formula that is repeated in majority of the
games.
GTA2 and Vice City are unquestionably all - time favorites, and Crackdown reinvigorated my love for
open -
world games after
feeling they'd become kind of stagnant.
Despite having an
open world and
feeling like it is a big budget
game from Japan, the
game falls short on the technical front and the design of the
open world does little to help with its repetitive nature of missions and sidequests.
The alternate form of story telling Missing so many classic Zelda enemies and items that would have made so much sense in this
open world game Some parts of the huge
world feel bareky utilised
The
game begins with a series of questions that determine the stats of my character and then it is off to an
open world that
feels alive and
open.
Breath of the Wild turned one of Nintendo's cornerstone franchises into a Skyrim - style
open world action
game that
feels vibrant, refreshing, and logical.
Monster Hunter
World feels like an open - world game to some extent, with fantastically large maps of a scale that we haven't seen before (both vertically and horizontally), no discernable game - pausing loading screens between zones in hunting areas, and a wealth of beautifully rendered environments to slaughter colossal monster
World feels like an
open -
world game to some extent, with fantastically large maps of a scale that we haven't seen before (both vertically and horizontally), no discernable game - pausing loading screens between zones in hunting areas, and a wealth of beautifully rendered environments to slaughter colossal monster
world game to some extent, with fantastically large maps of a scale that we haven't seen before (both vertically and horizontally), no discernable
game - pausing loading screens between zones in hunting areas, and a wealth of beautifully rendered environments to slaughter colossal monsters in.
This is a
game that has made
open worlds feel interesting again, in the way that The Witcher 3 managed to.
The atmosphere
feels grand and sweeping, and that's the sort of
feeling that is surprisingly rare in an age of
open world games.
The first Infinity's playsets were as bare as they come, and while 2.0 made positive strides, Twilight's cutscenes and
open -
world mission design make it
feel much closer to a proper standalone video
game than what's essentially a glorifed toolkit creation.
And yet it does
feel like the first
game in a series that needs to discover its own unique identity to help it stand out amongst a vast array of
open world games that it competes against.
«Featuring an original storyline, trademark over-the-top
open -
world gameplay, and the look - and -
feel of a distinctive superhero cosmos, Agents of Mayhem is a true Volition
game,» said publisher Deep Silver.
While this
game will look and
feel familiar to seasoned LEGO pros, there is an undeniable joy and coming back to this franchise every time they
open up a new brand to the
world of building blocks and hilarious humor.
Gravity Rush is a delight, an
open -
world adventure
game built around a truly new -
feeling mechanic.
It all adds up to a
game that
feels naggingly overfamiliar, an
open -
world game that resembles many other Ubi efforts such as Far Cry and Watch Dogs.
This title also has a very
open, non-linear
feel as players are able to explore the
world at will, taking objectives and completing quests as they go to uncover more of the enigma at the heart of the
game.
Assassin's Creed was an important part of the
open -
world genre's development, but
games like Origins honestly
feel like they're just going through the motions.
It's important to bring this dichotomy across in a Superman
game, by not only having a huge
open world for the
gamer to explore but having the city
feel alive and filled with all sorts of dangers.
The recent run of Ubisoft
games are a prime example; layers of mechanics placed in
open worlds that can interact in so many different ways, and yet somehow still end up
feeling lifeless.
The visuals in the
game are very smartly crafted and really showcases the dedication of getting the
world to
feel just right; it shows from the
opening scene to the last.
The review
opens proper with GamesMaster eager to point out that surprisingly it isn't Dante himself that
feels like the biggest change, but rather it's Limbo City where the
game takes place that makes DmC
feel so different: «Gone are the gothic spires and draughty castle corridors to be replaced by a
world eerily reminiscent of our own — a
world choked with invasive media surveillance and governmental oppression.
So, weather, day / night cycles, & that TOTAL
open world feel, can be somewhat overated IMO... And that is why
games like Unchartered, COD & TLOU, are so huge, popular & critically acclaimed... as they cater to not only hardcore
gamers, but ALL types of
gamers, as there story based, single player campaigns, are SO much easier to get into & identify with from the onset, due to the more focused, linear & tight productions.
The
game opens up a
world that
feels instantly familiar, but a little spooky and incredibly bizarre.
But for a moment let's pretend my opinion matters here; it's a good
game held back by its own inspirations, the flaws tarnishing a wonderfully charming return to a genre which often
feels like it has left in the cold while shooters and
open -
world titles have their time in the sun.
«Because throwing the cap is a new action, we want players to
feel empowered or encouraged to go ahead and try this action wherever they
feel it might work,» said
game director Kenta Motokura, highlighting the focus on exploration for the
open -
world title.
The change of scenery has both good and bad results - while the
open world looks impressive,
opens up room for extras and is fun to navigate, it does mean that there are more areas that you will only ever skim past, perhaps not as easily appreciated as the few beautifully crafted buildings that made up the entirety of Arkham Asylum — making the
game feel a little more Assassin's Creed than Metroid, but the
game does generally maintain all of the great qualities of the original and it
feels like a natural transition to a larger scale setting.
While the demo shown at PAX featured a relatively restricted area, Hob will
feel very much like an
open world, and exploration will be emphasized as a means of improving your character and progressing in the
game.