Sentences with phrase «poorly designed game»

It's a poorly designed game that fails to deliver any sort of engaging game play, and ultimately you'll wonder why you spent $ 15 on Castle of Heart rather than on one of the much better platformers found on the Nintendo Switch.
Working on a rushed development schedule and attempting to develop for two very different platforms simultaneously, Sonic Team developed an unfinished, poorly designed game loaded down with glitches and an inane, melodramatic story.
Harsh as it may be Guise of the Wolf is a poorly designed game from start to finish, exhibiting none of the fine qualities indie gaming possesses.
Poorly designed games that are unfair are games that on

Not exact matches

BlackSite is a decent game unfortunately held back by poor AI and a lack of variety amongst the poorly designed enemies.
No matter how many modes the game claims to have, Deca Sports 3 is too poorly designed to be entertaining, and when your standard motion controls are better than the enhanced MotionPlus controls, something is horribly wrong here.
The Frozen Wilds introduces many poorly - designed elements which make it a lesser experience than its brilliant base - game.
The bosses are poorly designed and forgettable, and their over-abundance causes you to over-level and make the game boring.
It's like they've taken all the fun things from the previous X games and taken them out the back and had them shot and then replaced them with tedium and poorly designed systems.
Other than the occasional base defense, most of the quest design in the game has you merely running from one place to another to grab an item or throw a switch, then moving on to the next area to do the same thing, with occasional poorly produced and dramatically bankrupt cutscenes punctuating the events of the story, such as it is.
If games are poorly designed or manipulated badly, they fail to meet the expected results and may affect the company's reputation.
Also, most organizations do not have an «immersive serious game» fund sitting untouched, waiting to invest in a game - based learning solution.And while most L&D professionals are aware of the potential benefits serious games can provide to learners (and to their organizations), they are also aware that a poorly designed activity just won't cut it.
If the elements have no value, or are poorly designed, the learner will not only be disengaged, but will not take the training or game seriously.
Deaths in Amy don't come because the game is hard, which would have at least made the checkpoint restarts feel fair, but because the game is just poorly designed.
Quite simply said, and I realise this is brutal, No Time To Explain features some of the worst boss battles I've played in a very long time: they're boring, slow up the game and are poorly executed from numerous design choices that make no sense.
Items & equipment — Final Fantasy XIII had a very poorly designed equipment system where the player was supposed to pick one weapon for each character and then spend the entire game grinding materials to give that piece of equipment better stats.
I guess it all depends what you consider what makes a game dfficult without being poorly designed.
Most Game Boy games have horribly designed tiles that poorly convey what an object is.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
The game mode has been nearly perfected in pubg, which is why it's so popular (and why I play it all the time), but it's still extremely clunky, buggy, and poorly designed in many ways.
I tried to play the Human dungeon but literally the first screen was so poorly designed, requiring precision movement from a game infamous for shitty controls that I immediately lost interest in trying more.
Although making necessary jokes where giant war vehicles running out of fuel are fine, but wandering around in poorly designed, labyrinth like caves is where the game loses focus and slips into mediocrity.
But the after playing games like Shadows of Mordor and Batman: Arkahm Knight I was hoping for similar mechanics but so far the stealth system is pretty poorly designed as you need to hit the run button to access the assassination commands etc so alot of times I find myself running and ruining my stealth instead of quietly killing... First world problems but anyway so also my complaint was when I am running the characters fingers must just be super sticky because he grabs every wall and item around him and sometimes wont let go which can be frustrating... Maybe I am.
Multiplayer is as poorly designed as the rest of the game, leaving no reason for anyone to pick it up.
I may be a veteran player, but you'd be surprised how often I still see poorly designed stuff, even in games by the big, professional video game companies.
This game is terrible, poorly designed garbage.
I don't know what the final design will be like or how it will be delivered but am pretty sure the game accessibility and progression will not be comprised of poorly hidden codes and lazily placed keys.
A poorly designed boss can cripple or kill a game.
For non online multiplayer games I have often times found myself wondering, Does this game make me rage so much because it is poorly designed, or is the opposite true that this games design is so great that I am going to have to dig a little deeper?
This is in stark contrast to poorly designed adventure games that can often reside so deeply within a creator's mind that the player has a hard time figuring out their intentions with a specific puzzle design.
Continuing the theme of kid - friendly games with a devilish trophy edge, along comes Ratchet & Clank with one of the most poorly designed PlayStation trophies I've ever seen making it one of the hardest PS4 trophies to unlock.
While the iPod, iPhone, and iPad were great for games designed around a touchscreen, titles that tried to recreate traditional input methods fared poorly.
While the cooperative parts are poorly designed in the sense that you rarely end up partnering with anybody in single - player missions (unless you have friends that own the game), the competitive multi-player and matchmaking coop missions are solid.
The levels were poorly designed, feeling more like they were put together in Microsoft Paint rather than an actual game engine.
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