Sentences with phrase «platforming sequences»

"Platforming sequences" refers to segments in video games where the player-controlled character must navigate and jump between platforms or obstacles to progress through the game. Full definition
It often gets in the way, especially in combat, or simply isn't well positioned during platforming sequences.
There will be stealth levels... and driving levels... and 2D platforming sequences... the list goes on.
There's great creature and boss design, perfectly designed platforming sequences, and a wide enough variety in environments that it can offer unique visuals all the way to the end.
Every player movement is that of a dancer, turning relatively routine platforming sequences into radiant performances.
Well, the camera doesn't always position itself where it should during fast - paced platforming sequences, and it costs you occasionally.
Although Subspace Emissary did a great job at making up for Melee's lack of focus on the 2d adventure platforming sequences in Adventure Mode, it still lacked the sense of exploring the worlds of Nintendo franchises.
Avalanche plans to mix up the traditional platforming sequences with some puzzles, many of them based on music.
As swamp creatures and killer broccoli run amok in Riley's brain, the Emotions must use their unique skills to complete platforming sequences and complete certain tasks.
It's just a shame that the developers didn't include a few more of them, or flesh out the blaster's gameplay elements more by introducing them into more complex platforming sequences, in order to create a more rounded game.
Early first - person shooters (like Turok: Dinosaur Hunter, for example) would often include platforming sequences.
Shantae: Half - Genie Hero is a great metroidvania financed by Kickstarter, with a solid gameplay, a stunning art design and also exciting platform sequences.
Knack's size - shifting ways comes into play with classic platforming action, allowing players to take advantage of his abilities in order to move past revolving platforming sequences.
Likewise, the intermittent platforming sequences fall flat as you miss an innocuous jump because the camera angle was weird.
Nearly all the obstacles you encounter are rehashes of concepts and mechanics from previous games; lane - based level design, grind rails, speed boost sections, and side - scrolling platforming sequences all make a return.
In fact, the bridge isn't even a good first - person platforming sequence.
Outside of platforming sequences it's mostly used during boss fights and to great effect.
Players will take on the role of either Rocket Chomper or Delivery Goat and race against the clock in timed platforming sequences to deliver Chomper Pizza and Zomburgers to hungry customers.
Dashing around like this made for some excellent platforming sequences where I was ducking in and around moving obstacles while deploying the Shadow Core, shooting enemies and then deploying again so I wouldn't fall into a pit of spiky crystals.
There are also in - level minigames, new types of Lego blocks, ranged attacks, decent platforming sequences and even some limited vehicle interactions.
Headlining this week's Switch releases is Shantae and the Pirate's Curse, the third installment in WayForward's well - received platforming sequence.
In addition to sidescrolling hack - and - slash action, Hidden Dragon Legend includes lengthy platforming sequences.
Its unforgiving checkpoint system also gave me some frustration, as dying close to the end of a long platforming sequence will often see you vaulted all the way back to the start of the level.
We do not know a lot about Ori and the Will of Wisps simply but, however we're hopeful it carries on the legacy of the primary title by delivering rewarding exploration and brutally troublesome platforming sequences.
Luckily, the game isn't filled with many platforming sequences.
To its credit, Mutant Nightmare is a touch better than the last game, «Battle Nexus,» in that it doesn't force - feed you a gaggle of terribly clunky platforming sequences to try to keep things interesting.
The Mega Man series has long been reputed for its brutal difficulty thanks to its tricky platforming sequences and notoriously sporadic enemy movement.
Devil Mode allows Dante to pull enemies toward him for close combat as well as pulling certain designated obstacles toward him during platforming sequences, while Angel Mode lets Dante pull himself towards enemies and various parts of the environment.
Most of the game's 30 levels focus on simple and complex platforming sequences, which involve running, jumping, punching enemies and collecting the game's currency (Lums).
A good example is the 2D platforming sequence, which auto - scrolls, forcing Sora to quickly move ahead constantly — however, it actually re-uses the same attack animations as 3D combat, which move at a much slower pace than attacks in a typical 2D platform game would, making the section hard to control and frustrating.
Telegraphing the right time to go fast has always been a major design issue in the series, but it's magnified here, where obstacles and platforming sequences that require slower, more methodical movements aren't as explicitly signposted as they should be.
The novelty of the brush mechanic thins out during these platforming sequences.
The game however does feel a bit aged with the way the platforming sequences were done, and the camera, but this all just kind of makes it feel even more like a remake which for this is not a bad thing.
The side content is the collectibles and it is the part which carries the most difficult tasks and platforming sequences.
The platforming sequences are markedly worse, marred by a woefully imprecise jump that results in a lot of missed ledges, and the occasional bout of getting stuck in the scenery.
Instead in God of War, you get a lot of different action, whether it is some platforming sequences or puzzle - solving, this game covers all grounds quite beautifully.
This may sound good, but it can make the game repetitive for some people, since you're basically doing the same in each area: complete a platforming sequence not any more challenging than the last one, fight the boss, heal the land, start again.
One thing that really disappointed me was the game's platforming sequences.
As you move through the game, the ability to switch between Knack's large and small forms makes for some clever puzzle solving and platform sequences.
A few of these moons can be easy to find, like breaking a glowing box, but most are hidden as a reward at the end of a challenge or platforming sequence.
Jack's time - based superpowers are a ton of fun to use in combat, but environmental puzzles and platforming sequences, such as a cargo ship caught in a looping time stutter after plowing into a bridge, feel like they've been shoehorned in simply to give players something to do between firefights.
The game however does feel a bit aged with the way the platforming sequences were done, and the camera, but this all just kind of makes it feel even more like a remake which for this is not a bad thing.
The novelty of the brush mechanic thins out during these platforming sequences.
This lovable platformer a few troubled younger girl named Madeline who pushes herself to climb a mountain is stuffed with platforming sequences that mirror the heroine's personal struggles.
Or when you reach a platforming sequence in which the space between jumps doesn't feel quite right.
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