Sentences with phrase «poor game design in»

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.
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