Sentences with phrase «pacing of the game feels»

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.
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