At its core,
the pace of the game feels much slower than the furious matches played out in either FIFA 12 or 13; this is due to a myriad of tweaks under the hood of the game engine, including more realistic ball physics, longer stopping distances and the ball not feeling as if it's glued to your feet when sprinting.
This is coupled with story cutscenes that sometime outstay their welcome and
the pacing of the game feels off at times.
At its core,
the pace of the game feels much slower than the furious matches played out in either FIFA 12 or 13; this is due to a myriad of tweaks under the hood of the game engine, including more realistic ball physics, longer stopping distances and the ball not feeling as if it's glued to your feet when sprinting.
I mean there's obviously a new location that gives us a day / night cycle and weather options not seen in Tomb Raider, but the gameplay and just
the pace of the game feels really similar.
Not exact matches
You won't
feel any difference in your gambling — on the contrary, you will discover you can play at a slower or faster
pace and even try to play multiple
games at a time to boost your shots
of winning.
The Spaniard simply does not seem to have the legs as we saw in the
game against Boro and I
feel Kieran would be better suited to play at wing - back as
pace will be crucial in dealing with the likes
of Sane and De Bruyne.
Affectionately known as Hound or Mutt to his teammates, Kelly is Philadelphia's designated hitter who usually steps onto the ice only when Shero
feels the
pace of a
game has become too humdrum.
«I
feel fine, you have to get used to the
pace of the
game and you'll take your little knocks and bumps, but even that's something you miss.
I have a
feeling that the boss has wanted Theo to expand his
game a bit instead
of just relying on his
pace.
Great player to have even as a sub... You know he will come in and insert some
pace into the
game and is capable
of being a real
game changer... Glad to hear that he
feels 100 % fit and full
of confidence...
He has to be one
of our best players.Even if he is just used as an impact player he can come on and change a
game He can make things happen.I
feel that the present line up is sterile and too predictable.To get the best out
of Giroud he needs players with
pace around him.
Some players do better jumping in on short notice, but others need to have a
feel of the
pace, physicality, & general flow
of the
game first before performing at their peak best.
It may be easy to forget how well the England forward settled into life as an Arsenal player because the injuries have restricted him to less than 50
games in all competitions so far but I would like to remind you
of the
pace, power and versatility that made a lot
of us prefer him to Giroud, who I personally
feel is hugely underrated by Gooners everywhere.
Walcott, Ozil, Cazorla and Rosicky need to be
feeling the ball and we need to keep them moving in
games to get the best out
of them, when Arteta slows it down to walking
pace and then we lose the ball these guys can not or are not able to get back.
With the December signing
of 18 - year - old Japanese star Ryo Miyaichi, Arsenal have proved they are not hesitant to pull the trigger on the right player for Wengerball, but his impact may not be
felt until well into next year as he adjusts to the
pace of the English
game.
Victory for Chelsea will provide momentum in an important seven
game September across three competitions and keep
pace with a top half
of the table that already has a familiar
feel to it.
While the issue
of pace is again a factor, you get the
feeling that similar to Terry, Jedinak's reading
of the
game is superior to Elphick's and Samba's and reduces that
feeling of an inevitable penalty being given or a red card being shown for a last - ditch despairing lunge.
The
pacing is off, the story is unmemorable, there's a
feeling of loneliness throughout the entire
game created by Bungie's lack
of desire for any social interaction, no matchmaking, no ranked multiplayer (multiplayer is lacking in so many features it
feels more like a demo than an actual release),
game - ruining bugs like inability to change key bindings.
Dunwall is an amazing place in terms
of the way it incorporates elements
of steampunk with a victorian
feel and setting a
pace that wouldn't normally suit a 1st person action
game but it just flows so well and the artwork on the characters is stunning but sadly let down by a bit
of collision detection which is hard to ignore, combine all this with a satisfying story you get a really decent
game with plenty to get stuck into.
While it boasts some
of the richest, most believable character interactions in the series, and draws the
game to a fairly satisfying conclusion, it's
pacing suffers from the frequency
of such events, and so the episode can
feel like a bit
of a slog to get through.
From its opening scene slowly falling down Violet's closet in a continuous panning shot that makes her hat boxes and skin - tight dresses seem more like a modern city than a wardrobe, Bound quickly proves itself as a tightly constructed (and unexpectedly funny) lesbian noir with incredible camerawork, solid acting by the entire cast and tight
pacing that'll keep you
feeling empathizing with Violet, Corky and Caesar as their high - stakes
game take several reversals
of fortune.
Most
of these modes and
game - types will
feel familiar to those that played the first
game (or just any competitive shooter in general), but even with their basic objectives, the additional modes offer a refreshing change
of pace for those looking to go outside
of Turf War (and into more competitive - minded) gameplay.
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.
Price: $ 39.99 Rating: Mature Genre: Survival Horror meets third - person shooter Subject Matter: The latest iteration in the famed survival horror
game ditches a bit
of the slow
pacing and fear for a bit more
of an action
feel.
However, he noted the incompleteness
of the
game saying «The main issue is that this is just the first half
of a full
game, with what
feels like the
pacing and difficulty curve to match.
Regardless
of your
feelings for later
games, it was about time we get something that didn't just pay tribute and keep
pace with Sonic's peak, but sometimes took the lead and outsped those classics.
I played through a couple
of two - on - two matches (the
game goes up to three - on - three), and there was still enough going on in a given match to make the
game feel about as fast -
paced and hectic as Gears
of War, while still remaining a good number
of levels beneath Call
of Duty or any other FPS.
With each area being cordoned off from the rest
of the stages, the
pacing can
feel a little off at times, with environmental transitions happening suddenly after a loading screen rather than dynamically occurring as in the Souls
games, but this more concentrated focus on the levels also allows for condensed, goal based gameplay that is almost impossible to achieve in Dark Souls, which is certainly welcomed when you're short on time and just want to grind out a twilight mission or two.
The
pacing sums up Street Fighter V perfectly — the initial impression is that everything
feels toned down, almost a lesser version
of the experience USFIV offers — slower, less characters, less strict frame requirements on combos and cancels, it sounds like the
game we've been playing but a more casual incarnation.
Co-op in a
game like this
feels incredibly natural, given the genre's roots in tabletop gaming; the addition
of communication with another human being makes gameplay a slower -
paced but altogether more joyful experience.
Humans Must Answer severs that connection in favour
of a progression system that
feels more like a first - person shooter or role - playing
game in its
pacing.
In Urban Trial Freestyle 2, the soundtrack massively complements the style
of the
game, with high -
paced and has a very stripped back and raw
feel to it.
One problem with the fast -
paced combat is that it makes the rest
of the
game feel like you're slowly slogging through a swamp.
It's a good change
of pace from the main
game and something that you can play without it
feeling like more
of the same.
However, Super Mario 3D Land
felt like a 3D Mario
game in the sense
of pacing and health system.
One
of the best parts about Downhill Domination is the fact that the
feel of the
game is just extremely fast
paced.
Though entertaining in the moment and briskly
paced, Tomb Raider never overcomes
feeling like a video
game that you watch instead
of play.
Should you be unlucky enough to stumble into this film, however, you will find lots
of formulaic guff about viruses and cures, pongy dialogue plucked straight from the 1980s action handbook and a constant
feeling of being trapped inside a fast -
paced video
game with gun - toting teens.
It's inclusion is pleasing because like Treyarch's Combat Training mode it provides a way for newcomers and even veterans to get to grips with the new maps, weapons and
pace of the
game, allowing you to at least prepare yourself a little for the transition into fully competitive
games, but the idea
of having one real player per team (sometimes more, depending on the mode)
feels daft and pointless.
It's very more instinctive, fast -
paced and you've got very early in the
game a real
feeling of power while keeping the progression and immersion
of the RPGs.
Or the «balance» they talk about is a lot
of dumb bots who you can kill easily and who you will be killing a lot making you
feel «bad ass» and making the
game feel fast
paced?
You navigate the environments on foot for the entirety
of the
game at what
felt like to me a turtle's
pace.
Alright, so there we have it, my own personal attempt at validating my criticism
of the
game,
of expaining, in a vague way, how and why I
felt that the
pacing was off.
Though I
felt the final levels dragged for a bit too long, the
game was otherwise extremely well -
paced with an even spread
of combat, dialogue, and exploration.
When you finally get used to the manic
pace of the
game, the control system
feels more intuitive, but it's hard going at the start.
Standard walking speed is about the same as an old lady who complains about the weather a lot, and you can only backpedal at a snail's
pace, which
feels odd in a
game involving melee combat, although said combat is utterly imprecise and has about as much sense
of impact as two snails colliding, with just as much finesse.
Just a couple
of years ago, the notion that a zombie survival
game with crafting mechanics could at all
feel like a refreshing change
of pace would be laughable.
It doesn't have a huge negative impact on the
game, but I can't help
feeling I would appreciate more
of the characters if I'd had to work to unlock half
of them — and also would have mastered a select few at a steady
pace, rather than playing around with everyone at once.
This is explained in a series
of illustrated cutscenes between chapters that
feel a bit heavy - handed and disconnected from the fast -
paced action
of the rest
of the
game.
It would be easy for a
game like The Talos Principle to
feel overly complicated with all
of its different parts, but it has some
of the best
pacing of any
game I've ever played.