If there's
poor game design in a game, then I'm going to call it out, no matter how famous the title is.
Not exact matches
Mafia 3 has one of the best soundtracks
in any
game ever and is good
in brief stabs, but it's difficult to recommend when its rays of mafioso sunshine are buried beneath
poor mission
design, repetitive action and forgettable bloat.
In the end, however, no amount of nostalgia can absolve the
game of its ropy gameplay, patchy plot, substandard production, generic (and sometimes
poor) level
design and thin content; the campaign takes around eight hours to complete and that's the only mode on offer.
Despite being solid and fun - to - play Star Wars: The Force Unleashed 2 is
poor in a lot of
game aspects, for example gameplay (really repetitive), level
design (linear) and enemies variety and AI.
Just another movie tie -
in with some
poor design choices that will appeal only to very young
gamers.
Levels are
designed more like shooting galleries than a convincing battlefield, and the
game does a
poor job of directing your attention to your next objective - the HUD often seems to deliberately lead you
in the wrong direction.
In the past, they relied on players reading the manual, and
poor design just made the
game «hard.»
Ugly
design,
poor camera and video, lack of applications and
games, BB7 will be defunct
in six months time
What the
game tries to accomplish is
in vain due to the
poor choices made on the
design side.
You can have 1844848454 pixels and a super frame rate
in a
game, if the
design and the art are
poor, then it's useless.
Otherwise it was an impressively problem free experience, and the first
game in quite some time where I didn't need to download a day - 1 patch and didn't spend a lot of my time cursing how
games were getting kicked out of the door
in such
poor states Here's hoping Battlefield 5 manages to do the same, although it's clearly Battlefront's tighter focus and simpler
design philosophy that has enable DICE to polish it up so well.
There's some pretty
poor texture work throughout the
game, or at least there is when it decides to pop -
in at all, and some questionable animation work as well, denoting the fact that the Bureau isn't at the top of its technical
game, but from a visual
design standpoint it is rather lovely.
Even when you do get
in a
game though, the multiplayer aspect of the
game is rather weak, with
poor level
designs and a rather boring feel to the
game.
These challenges could have been done
in one playthrough, showing the
game's
poor challenge
design.
The open world exploration aspect is executed very well but the restricting nature of the
game, constant graphical glitches, and
poor design decision of a key aspect
in the
game (walking), will turn away many
gamers who would have loved to add this title to their Kinect Collection.
I don't blame the review, he wasn't comparing it to other
games, he wasn't bashing it recklessly or being an idiot about it, he was telling us that the
game is flawed
in designed, uneventful and over all of
poor quality.
This,
in no simple terms, is
poor game design.
Mafia 3 has one of the best soundtracks
in any
game ever and is good
in brief stabs, but it's difficult to recommend when its rays of mafioso sunshine are buried beneath
poor mission
design, repetitive action and forgettable bloat.
Game developers still can make good
games in spite of
poor understanding of interface
design.
Yep, I believed that Twilight Princess could be better than Ocarina of Time as a
game, it was a good attempt but hampered by silly
design choices and some
poor pacing
in parts (I still think Twilight Princess is a great
game though).
Perhaps
in another
game, from a publisher that's less of a greedy scumbag, I'd be inclined to give them the benefit of the doubt and say it was just a
poor design choice meant to keep people playing for longer.
Overall the puzzles are varied and for the most part are well
designed, but the
in -
game Kinect implementation is surprisingly
poor.
In the past, they relied on players reading the manual, and
poor design just made the
game «hard.»
An obvious disconnect between the platforming mechanics and the level
design,
poor level
design in general and all the frustrating deaths that come with it, as well as equally frustrating boss fights, all make Mighty Number 9 a
game that's impossible to recommend but also impossible to fully condemn.
The other thing that stopped me is that the
game design is pretty
poor in general, the levels often feeling somewhat empty and like they've been thrown together
in record time.
Indeed, whether by deliberate intention or
poor game design, certain boss battles spike a
games difficulty
in such a fashion that they have
gamers tearing hair out, screaming into pillows and throwing controllers around the room
in frustration.
Whether it's console limitations,
poor game design, or annoying glitches, the following ten
games won't win any awards
in the art department.
- Generic
design - Weak chipset yields
poor performance
in games and benchmarks - No fast charging - UI may be oversimplified for advanced users - 720p display does not belong
in a 2016 smartphone - Loudspeaker is loud but distorts at maximum volume
HTC's prowess when it comes to
design, build quality, software, and audio experience are well known, but one of the reasons for the company's
poor run
in the flagship
game in recent years has had to do with the camera.