The very nature of a game like this is that it works best
played in short bursts so you don't get bored, and the leveling up mechanics should reflect that.
Not exact matches
I
played this at the MCM Expo & I thought it was quite good actually — However, I should probably note that I do quite like my hack «n» slashers & I was only
playing in short bursts (due to
playing at the expo),
so I would say that the review is pretty spot on tbh.
It does get repetitive after a few hours,
so it is probably best to
play in short bursts.
But this one was made with
short bursts of
play in mind,
so that's not a bad thing.
As a result this is very much a game which should be
played in short bursts,
so that you can enjoy the mindless mayhem to its fullest.
For me, I don't tend to don the rose - tinted glasses very often and
so playing through the Serious Sam games again, especially the older ones, was enjoyable
in short bursts, but ultimately struggled to hold my attention for very long.
The gameplay is solid, there's a lot of missions to do and the purchase of new and interesting weapons from weaponized selfie sticks to full blown shotguns make for fun combat, the bikes albeit a little odd
in design are kinda neat and also allow for a decent amount of customization which is a very welcome addition, the content though is all too similar to each other
so the game is best
played in short burst, otherwise one might suffer the pain of repetition.
We believe there is this huge opportunity
in mobile social gaming by combining high - end, console quality visuals and polish with mobile usage patterns
so being able to
play in short bursts and many times a day with an overall progression arc.
Each area generally only takes a few minutes to run through
so if you're looking for
short bursts of
play, you're
in the right place.
Co-op
in Knack II is now fully seamless, with drop -
in, drop - out functionality
so there's no pressure to
play through the whole way together, perfect for
short bursts.
But somehow,
in spite of its shortcomings and some questionable design choices, Solatorobo's spirit and charm mean it still manages to entertain, especially when
played in brief
bursts — the focus on
short missions really proves to be a wise choice and the constant signposting doesn't grate nearly
so much when you've been away for a few days and your brain could do with the nudge.
The main thing that bothers me and it's a rather big problem, is the game is mostly online only, granted they do give you the option of
playing local split screen or against the AI
in skirmish mode
so it isn't completely online, but with heavy emphasis on mulitplayer, with ranked matches and special events I can forsee that it wouldn't be the type of game I
play for many hours and instead
play for
short bursts before repetition sets
in and I get bored.
The main single player campaign is very much a grind which does not encourage mass amounts of replayability and isn't too engaging
so it is recommended to
play the game
in short bursts and the problem with this is it may force people to spend more money than normal.
There's been a lot of errors and troubel handshaking
so I keep finding my self
playing in shorter bursts since the errors and the wait is kind of a pain.
It does get repetitive after a few hours,
so it is probably best to
play in short bursts.
It is a pseudo-2D Mario,
so it's meant to be
played in short bursts like that, but the levels did feel a bit
shorter than usual.
It's definitely a game best
played in short bursts, however, something appreciated piecemeal
so it doesn't risk outstaying its welcome.
So, the «tactics» moniker was an apt one but not something your average gamer would necessarily pick up on, which considering the portable nature (as
in short bursts of
play time) of the game is hardly surprising.
Children under the age of three are largely preoccupied with their attachment needs
so play is typically done
in short bursts with adults and others nearby.