Sentences with phrase «other mechanic in the game»

What's great about the combat and other mechanics in the game is that they lean towards the easy - to - learn difficult - to - master mentality of games such as Kirby's Epic Yarn or more notably Bayonetta and Lollipop Chainsaw, where you could blitz through the game without much trouble but if you really want to look good and «do it right» then you need to work at it.
The other mechanic in the game that is very clever is the whole «got ta get some more» mining and gathering of riches.
In addition to The Division character balancing, update 1.4 will be getting a number of other adjustments, not just to gear but also to other mechanics in the game.

Not exact matches

Mechanics that can sometimes be surprisingly complicated in other creation games make more sense here.
Below are our experts» reviews of the top online dating sites for black singles, based on the size of each site's user base... In many ways, the mechanics of dating... sites or apps than other populations, said Chicago writer Dustin Seibert, 36, who penned a review Online Dating Sites Disabled People Online Dating Sims Games For Guys Play over 1000 free racing games online, including car games, bike games, parking games and more on GamesFreak.net!
The core mechanics are just the same, but Epic Games delivers a splendid lesson in game design, creating a brilliant campaign, varied and well - paced as few others.
Shad» O may not offer much in the way of new gameplay mechanics over the countless other tower defense games already available, but it distinguishes itself through its striking art design and compelling narrative.
Reservoir Dogs: Bloody Days by Big Star Games is a third - person top - down shooter with few connections to Quentin Tarantino's film other than it being about gangsters with color - coded names; and yet Bloody Days partially succeeds in its aspiration to revive a classic for crime and gangster films, while offering a time - rewind mechanics that helps the game distinct itself from the pool of titles in the top - down shooter category.
While the alien controls are definitely hard to master, that was the allure in 1994, and the mechanic retains its distinction from other games today.
Every mechanic in the game is found in many other games.
Its lack of subtlety in its mechanics, it's rather clunky nature and its somewhat dull, basic setting mean it will never be more than a decent distraction: a game to play in between other games, or while you wait until Bloodborne early next year.
The fighting mechanics are still very different from what we have seen in literally any other fighting game.
The mechanics will include stealth, shooting, and problem solving as well as Charlie's ability to freely talk with any other character in the game.
This mechanic is really what sets it apart from other games in the genre, adding a tactical depth to each fight.
Bethesda has not treated this game well considering it is there trademark series, they tried to update the game to fix the texture issues among other bugs instead however they did NOT fix the issues and broke resistances to everything which is a key mechanic, also they have not given any word as to when they will fix the texture issues which means it most likely will not get fixed in a long time by which I most likely will have put it on the shelf forgetting about it.
As a quick example, I'll mention that there are helper animals in some of the games, while others have different optional mini-games, and others, like this game, have a crafting mechanic that fits the character you are playing.
The game mechanics were solid and I enjoyed destroying and stealing presents and machinery, just to watch other townsfolk bears barricade themselves in their respective households.
In fact, the other MGS games either omit or streamline a lot of the mechanics found here, making them feel a bit easier by comparison.
This mechanic speeds - up the gameplay style over other games in the genre, and it's what makes Vanquish feel so unique and fresh, especially at a time when people were beginning to become tired of slow - paced shooters.
Some of the changes implemented to Project Cars with patch 4.0 is ability to force default setups in multiplayer portion of the game, enhanced brake assistance, additional best line visualisation, improved AI mechanics during pit stop and many other things.
It's not the most inventive new game mode, especially considering how much it resembles wave - based game types in other shooters, but the Splatoon style of gameplay and mechanics make it for a fairly refreshing game mode — though I do wonder how much time players will be putting into it.
While the 1994 game featured a number of impressive systems and mechanics at the time, channeling the same design from Ultima Underworld and other first - person RPG games, much of its gameplay feels a bit outdated in today's age.
Nintendo has been branching out in their third - party relationships to create games that combine their popular properties with the mechanics of other games.
The same principles — both in terms of design and the mechanics of development — could conceivably contribute to Rockstar's other large open - world games, including the Grand Theft Auto series, so if the new strategy works in Red Dead Redemption 2, we may see it in many other games going forward.
Today's presentation in Paris did not bring out a great deal of news about game mechanics and content but at least gave us a clear idea of how the team worked to make this chapter shine more than any other iteration.
Away from the actual mechanics of fighting, the game has been improved in other respects.
The battle system, while simplistic, significantly reduces the strategy that was present in Mk2, and many of the other mechanics are reused verbatim from the previous game.
When it comes to gameplay mechanics Nidhogg is wonderfully assured, and the standard by which any other sword - fighting game will be measured in the future — whether they're 2D or not.
Check out our Monster Hunter World guide for more insight into the other mechanics and features in the game.
Getting around the city as Spider - Man fueled my nostalgia for Treyarch's fantastic Spider - Man 2 even though the web slinging mechanic in LEGO Marvel lacks the other game's complexity.
Alpha Squad by DragonDivide attempts to differentiate itself with impressive art, beautiful in - game lighting and other gameplay mechanics.
In addition, this also made us think about the other areas of our lives where gamification and game mechanics are making an impact.
There are many other ways that game mechanics can be used to enhance eLearning, though I think the suggestions in this article are the most important, and are general enough that they can benefit most eLearning material.
Several games, even in the West, have adopted similar systems and blended the mechanics with other genres of games, from shooters to RPGs.
In other ways, Nadia Was Here holds unique takes on some classic RPG game mechanics and pleasant surprises for anyone who's moaned about level grinding.
While the core mechanics are in place and working to a decent degree, in comparison to other shooters the game feels slightly awkward and lacks the fluidity of the top shooters out there, but it's nothing that some spit and polish shouldn't be able to fix.
It's a system that feels natural and works well, especially when coupled with the game's other defensive mechanic, the Scramble button — simply tap that and Lara will scramble, in a beautiful bit of animation work, desperately across the ground, making her harder to hit and letting you move from cover to cover in relative safety.
Works with game designers, engineers and artists to help make the design vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video games
This makes no difference to the game mechanics, but it's appreciated nonetheless and is an idea I'd love to see implemented in other titles.
There's more interaction during puzzles than there's ever been in a Lego game before which is nice, with new buddy - up moves letting you join forces with a second character to break big objects or strike huge foes, while other things like a stacking mechanic lets you stand dwarves on each others shoulders to create a ladder of sorts.
Adventurers will engage in deadly and punishing combat with other - worldly enemy constructs, and discover a world filled with arcane lore as they unravel the intricacies of the game's various weapon, armor, inventory and level - up systems and mechanics.
While not as challenging as other entries in the series, and certainly not using all of the multiple ditties the series is known for, the game does an enjoyable job of implementing Mario game mechanics into DDR play.
There is no story and you are purely engaged in the game due to how well the mechanics work in tandem with each other.
I enjoyed this mechanic a lot in Final Fantasy, and am glad to see other games still going back to something that worked.
Sakaguchi and Horii defined an entire fucking genre with their work and gave us such loveable and time - honored game mechanics as mindless grinding, random encounters, useless potions and skills, and severely padded story lines with lots of fetch - questing, back - tracking, menial labor... okay it wasn't all positive... in fact fuck all their other games.
Game mechanics are currently unknown at the moment other than the addition of the F and S Drives (similar to how Assault and Burst works in Full Boost perhaps?)
It provides a unique blend of rhythm - based gameplay and action — what the developer calls «rhythm violence» — that provides a far more intense version of the basic mechanics you see in other rhythm games.
The game attempts to keep things interesting by adding mechanics to the mix, like fruits that split or must be sliced various times and objects that must be collected in order to appease some foodimals, but even those either come in too late in the game's campaign to make a difference or serve no purpose whatsoever other than to force you to replay levels in order to unlock useless stuff.
From a surface level, it seems like the difficulty is the main factor that makes the game good, but in reality, the difficulty is just a game mechanic that supplements other game mechanics.
Feature feedback and suggestion (Book of Demons has a lot of unique mechanics not found in other hack and slash games and we needed to know how do they work for players, if they are understandable and what could we add during development so that the game is more enjoyable to play)
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