A great Metroidvania with awesome art and
pretty good game mechanics.
Not exact matches
the gun
mechanics and sword play are
pretty well done and are what mainly holds this
game from falling into the toilet.
It's got some
pretty good shooting
mechanics and sure, any 3rd person
game has some form of a cover system like this one.
Once you play a couple of
games it is
pretty easy to see how the stock
mechanic works and develop a
good strategy.
With a solid storyline and
pretty good gameplay
mechanics, we are given a
game that really does help strengthen the PS2's RPG market.
Especially early on, while the core Metal Gear Solid V
mechanics still feel
pretty good and the piles of systems slapped on top of it for this
game don't.
It does its
best to add some new twists and turns but after you learn to run, jump, slide, and slam you've
pretty much exhausted the
game's
mechanics.
+ Fun basic
game mechanics +
Pretty environments + Unique enough classes +
Good introduction to the world of Warhammer
Semi-spoilery elaboration: It certainly doesn't buck the trend of the puzzles being easier and less brainteaserish and more «fiddle with these
mechanics until the solution presents itself» every
game, and the
game presents a couple central mysteries that frustratingly don't get resolved at all, and there are fewer music tracks than normal, but Kat herself is a
pretty good protagonist and the individual cases + the way they tie together aren't bad (although relatively low - stakes compared to previous
games).
To be fair, the
game plays
pretty well (Bulletstorm that is) but, the 15 yr old inspired dialogue and un-inspiring
game mechanics (my opinion mind you) left me feeling cold about the
game.
If you played RE4 on the Wii you know that the Wii Remote works awesomely
well with the gameplay
mechanic, and if Kawata is not just trying to flatter his upcoming
game then this is
pretty interesting.
The
game mechanics were
pretty good and the
game as a whole was
good fun.
Although, we know people may retort with «The original NS4 system was
better...» If they're trying to say that the support dash / support jutsu / support combo etc.
mechanics don't work anymore, then the
game is
pretty much done for.
But the
game mechanic of casting «souls» where you want to defend yourself is
pretty interesting and plays out really
well.
Lastly my third and final vote would be Divinia Online, for storyline and gameplay as
well as
game mechanics the graphics could be improved greatly but it was nonetheless a great
game and the chatting system was
pretty cool but could be expanded with a public chat system upgrade.
One thing this
game does introduce, which is fairly unique and a
pretty good mechanic, is the ability to switch between dimensions in time.
At first I found this a bit annoying, as I had been
pretty well versed in the Shovel Knight
mechanics, but once I learned how to control Plague Knight (and then Specter Knight), I was reminded of why I enjoyed the original
game in the first place.
You won't breeze through this
game unless you really learn the
mechanics, and it's a
pretty good feeling when you really start to master the
game.
Given how useless I am at shooters, a nice looking
game with decent
mechanics and moderate difficulty sounds like a
pretty good bet.
The new in -
game mechanics of Tekken Revolution along with the interesting leveling system work
pretty well with each other and provide a
good, even if suboptimal, framework for future Tekken
games.
It's a
pretty good game really, which does a decent job of marrying the Zelda 1 aesthetic with some of the basic
mechanics found in Breath of the Wild.
The year spent on PC means that Bethesda has had time to work through many of the issues players had with the
mechanics of the
game itself (for instance, first - person is now an option that seems to work
pretty well, although I personally prefer third - person as it allows the player to survey more of the environment surrounding the hero).
«Having a robust way of perceiving the world is a
pretty good starting point to talk about psychological health» says Warner, «And by making gameplay around these
mechanics, we can explore a lot of fun ideas without being overly cerebral or choking the
game with philosophical dialogue.»