Sentences with phrase «point based gameplay»

Not exact matches

The grid - based battlefields allow for match - three gameplay that rewards combo chaining in an organic way, allowing the player to build their offense and defense faster rather than simply rewarding points.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
To help mix up the gameplay, there are four modes including continuous deathmatches (where you score points for taking out racers), deathmatches with rounds, round - based survival, and a deathmatch mode where the head of the pack gets points every time a racer bites the dust.
The game was a turning point for the Donkey Kong series, reintroducing it (alongside the 1994 Game Boy game released a few months prior) after a nearly decade - long hiatus and cementing Donkey Kong as a franchise in its ownright introducing Donkey Kong's modern design as well as his supporting cast and enemies, musical cues, and gameplay mechanics that would form the basis of most following Donkey Kong games as well as Donkey Kong's appearances in Mario spinoff titles.
While the story is nothing to write home about, and the gameplay is beginning to feel more than a little played out at this point, you know, definitively, if you want to play this game or not just based on the title.
You are just left with mostly arcade based gameplay modes which provide your mobile suit with experience points or GP.
This kind of works at first; the small areas are more conductive to the tight, combo - based nature of the gameplay — every «naughty» act gives you points and raises your combo, and chaining your behaviour into one long spree of mayhem is the key to the elusive in - game Platinum trophy.
The reason we need to see gameplay is because at this point, people will not always purchase a game based on name alone.
It's your job to score victory points and thereby defeat the other players, with the exact method of scoring points changing based on which of the three missions you undertake, but we'll get back to that later on as all the gameplay mechanics remain the same regardless.
Divnich took several of GTA's key «selling points» in to account, including: downloadable content, mass - marketing, multiplayer, graphics, sandbox gameplay, strong install base, and then compared GTA to other multi-platform games that have similar selling points (Rainbow Six Vegas 2, Army of Two, and Devil May Cry 4).
This was achieved by using gravity as a gameplay feature, adding an intelligent and choice - based dialog system, as well as allowing the user to make deterministic choices during gameplay — such as choosing which points to traverse from and to.
The point - and - click gameplay of the original trilogy served as the basis for the re-imagined gameplay, which focuses on close - up investigation and interaction with nightmarish visions that plague the protagonist of the game David Gordon.
Thankfully it's not quite a walking simulator, but if I had to put a label on it, Conarium's base gameplay reminds me most of a classic - point - and - click adventure.
This may just be a guess, but around the point Pokemon became this huge hit in the late 90's and pretty much owned the turn based strategy genre, spawning dozens of hashed out clones, that could be contributed to why turn - based RPG's started to lose their muster a bit in the last generation and why Square Enix has been so fixated on trying to develop new and interesting combat systems with their latest installments, rather than focusing on what they used to do so well, which was create unique, yet cohesive, quest based stories with endearing characters and gameplay that favors using your mind over your thumbs.
Based upon the impressive wealth of information that the UK - based developers have pushed out to the public this may seem like a fairly obvious point to make, but nevertheless it is quite fascinating to hear how the marriage of software and hardware allowed for «interesting» and «intuitive» gameBased upon the impressive wealth of information that the UK - based developers have pushed out to the public this may seem like a fairly obvious point to make, but nevertheless it is quite fascinating to hear how the marriage of software and hardware allowed for «interesting» and «intuitive» gamebased developers have pushed out to the public this may seem like a fairly obvious point to make, but nevertheless it is quite fascinating to hear how the marriage of software and hardware allowed for «interesting» and «intuitive» gameplay.
-- Different modes: Board Game, Desert Island Escape, Quiz Show — Apparently some other things to do as well — Might be 7 - 8 modes in total based on the different icons — Some modes only work with cards, others only work with figures — As you earn Happy Points, spend those to build up each attraction — Add things to each attraction individually — Ex: build new things for the Board Game mode by spending points — This appears to affect gameplay and is more than just looks — Individual amiibo can lePoints, spend those to build up each attraction — Add things to each attraction individually — Ex: build new things for the Board Game mode by spending points — This appears to affect gameplay and is more than just looks — Individual amiibo can lepoints — This appears to affect gameplay and is more than just looks — Individual amiibo can level up
Gameplay is based around scoring Naughty points which are scored by terrorizing the other bears in the most maniacal and devious ways the player can come up with.
The co-op campaign allows players to rank up and unlock perks in competitive multiplayer by completing challenges and earning experience points, adding continuous re-playability and team - based gameplay.
The gameplay is occasionally mixed up by having the base element removed entirely, leaving you to meander round a planet, gathering up weapon pods for your robot and using them to gun down the wild robots, at which point Freaking Meatbags becomes a simplistic shooter.
Gameplay feels fresh for an RPG: traveling between different points in time to advance the story adds an engrossing element to story progression, and the position - based battle system adds a layer of strategy that makes even the most basic skirmishes exciting.
It's built from the ground up to tap into a sleek leveling system with classes, skills, and gadgets, carefully built to encourage co-operative gameplay based on players defending points on an open map.
Apart from lightsaber battles which is the main selling point of Star Wars Jedi Challenges, this game gives the player two additional gameplay modes that include Holochess that was seen in Star Wars Episode IV: A New Hope plus a strategic RTS that is like StarCraft but is solely based in the Star Wars universe which are the Trials of Leadership.
Gameplay for Black Ops 3 was also shown off and based on the reactions online, it seems this was the low point in the show for Sony.
The developers describe the gameplay as Metroidvania meets Point - and - Click, which we can confirm based on the first episode.
Tormentum: Dark Sorrow is the game you get when you mix the aesthetics of Dark Souls, the puzzle - solving gameplay of Professor Layton and some basic moral - decision - based branching paths, wrapping it in a point - and - click adventure.
Gamers will compete to earn points based on their gameplay.
But the base gameplay is definitely rewarding at this point.
The arcade mode offers the same gameplay from the story mode, without the frills of a story based narrative and is solely focused on earning more points to maximize the end of stage score, which can be viewed in conjunction with the ever present leaderboards.
The trailer allows you to quickly recall the important points of the game, such as the gameplay bases or the cross-platform, which will be available on Xbox One and Windows 10 PCs.
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