Sentences with phrase «quick time gameplay»

The new combat system gives the ability to run away from fights whenever possible, however, boss fights are unavoidable and features quick time gameplay events.

Not exact matches

Fun, quick and light strategy game, Starships is a great introduction to strategic gameplay or for those who don't have time for a longer experience.
So for a quick summary Gameplay is far from deep and ultimately does not rely on the players ability at all making it hard to call fulfilling for doing anything through gameplay, yet the aesthetics are amazing beautiful scenery and more content (not necessarily play time) than any other console game can offer (does nt really beat out the pc games sGameplay is far from deep and ultimately does not rely on the players ability at all making it hard to call fulfilling for doing anything through gameplay, yet the aesthetics are amazing beautiful scenery and more content (not necessarily play time) than any other console game can offer (does nt really beat out the pc games sgameplay, yet the aesthetics are amazing beautiful scenery and more content (not necessarily play time) than any other console game can offer (does nt really beat out the pc games so much).
The gameplay loop quickly becomes monotonous and, aside from quick bursts here and there whilst waiting for a download, I can't see many gamers putting much time into conquering the alien attackers.
Golem Gates uniquely combines real - time strategy with card battler elements for quick, accessible gameplay that emphasizes visceral combat without sacrificing player - driven strategy.
Monolith maintains all the twitch gameplay of classic shmup titles, requiring quick reflexes and intense focus at times.
I also enjoyed the quick - time events in the game which gives you a reprise from the main gameplay and makes the game feel more like a wrestling title than just a generic fighter.
The gameplay of Beyond Two Souls is not your average title nor is it a game steeped in continuous quick time events, although this happens.
Heavy Rain was a neat title that brought a completely quick - time action gameplay.
This is because the actual gameplay is not a game of hack - and - slash button mashing, but rather one of timing and quick thinking — and soaring through the air at high speed.
This is a very stable build and I haven't encountered a whole lot of bugs other than when I first started playing, gameplay was really slow and choppy, however, a quick adjustment to the resolution fixed that problem and I was off clobbering giant spiders in no time.
On top of questioning both people and Pokémon to find the answers for questions in a case, the only other thing Detective Pikachu has for gameplay are Quick Time Events, which are either mashing on the A button or pressing the A button in time with a cirTime Events, which are either mashing on the A button or pressing the A button in time with a cirtime with a circle.
Strange, the cutscenes in Bayonetta look better on Wii U, the gameplay looks sharper on Switch and the load times are much quicker.
Due to the amount of gadgets on offer that allow you to jump really high or cover the entire map in just a few seconds, the gameplay is pretty quick, favoring a more run «n» gun attitude over almost anything else, though snipers and more patience players can make good use of some tasty ambush spots or by simply taking their time and waiting for idiots to charge around a corner without looking.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
I found the gameplay to be very quick time heavy in this season, more so than in the other two seasons that's for sure.
While using the arcade controls immediately provides for some fun quick matches amongst friends, the real change behind this year's iteration is in the pro setup, which takes a considerable amount of time to adjust to but allows for much more complex and realistic gameplay.
The game retains the series» simple - yet - refined fighting gameplay: You'll dole out most damage with quick taps of the attack and special buttons, and whoever is the last fighter (or team) standing, or has the most knockouts after a set amount of time, is declared the victor.
And usually in game development, the quicker you find the fun the better, so we are streamlining our development process to spend more time on core gameplay rather than reinventing required tech.
The Walking Dead Michonne plays like pretty much all of the most recent Telltale adventure games, with some of the gameplay elements receiving some tweaks, like Quick Time Events.
The gameplay is reminiscent of titles like The Walking Dead or Heavy Rain: a mix of cutscenes, linear interactions, quick time events, and multiple choices that occasionally produce major outcomes.
Much of the gameplay was kept a secret for so long, only being teased in cinematic trailers and brief quick - time events.
This is similar gameplay to free Flash games I've played on Kongregate to pass the time while watching TV or simply taking a quick break from work.
The graphics and gameplay can be clunky and frustrating at times but the quick movements and variations don't impact gameplay.
I'll tell you: quick - time - events, or gameplay sequences which can be passed with one's eyes closed (like the one in «Call of Duty: Modern Warfare 2»).
The thing about RE4 is that it pushed games to be at least as good as it was by deciding what 3rd - person gameplay should be for shooters and what to expect with quick - time events (one of two games I was actually okay with the silly feature).
The presentation of the game is solid with a great user interface across various menus such as the main menu, career mode menus, championship season menus, quick race menus, online multiplayer menus, time trial menus, online leaderboards, options menus and various gameplay menus with support for navigation via the left analogue stick, directional pad and face buttons, although it does not include support for navigation via the right analogue stick or touch pad.
Its basic gameplay mechanic are quick time events
I love the social aspects of Bruce Wayne's gameplay, but I chafe under the limitations of Batman's quick time heavy combat.
The positives surrounding the Vita release include all five open - world hubs remaining fully intact, while the graphics are pretty good with a fluent frame - rate and quick loading times, alongside all of the core gameplay elements and character side missions still being included for what makes for an impressive LEGO Star Wars debut on Vita.
When lizards do show up, the gameplay changes to a series of quick - time events for the getaway.
There is 8 gameplay modes available, however League, time trial and quick race are the funnest to play.
Stealth sections are poorly conceived, quick time events are a mixed bag, and there isn't a whole lot from a gameplay perspective that we haven't seen before.
And it might seem like I am hating on the game, and I am really not, but this is the kind of game that wasn't made for gamers like me clearly, and I understand that and I am not saying it is a bad game because I know that if you like these type of emotional roller coaster games, with quick - time events and conversation options more than overall gameplay then this is right up your alley, I am just saying that if you are something like me you should probably see some videos of the actual controller setup before you buy this game.
A minimalist reinterpretation of modern gameplay mechanisms that eliminates loading screens, user interfaces, inventories, skill trees, stats, quick time events, puzzles, etc..
Cons • Story fails to deliver • Stealth sections and quick time events are a mixed bag • There's just not enough actual gameplay
One of the best stories in gaming, Uncharted has brought us some wonderful moments in gaming narrative, and revolutionized what developers started doing with quick time experiences in gameplay.
Although they were fun at times, the gameplay got old very quick and the graphics were poor.
Studies show that participants who have had no more than twenty - five to fifty hours of exposure and experience playing video games, when tested after their gameplay, had quicker reaction times to stimuli, achieved better scores in visual discrimination and cognition tests and, strangely enough, had longer and more focused attention spans that those participants who did not play video games.
The wild action sequences can often reduce the gameplay to quick time events or just eliminate it entirely, and it definitely does feel indulgant at times.
Aaero's gameplay features a ton of underlying subtleties, including the ability to fire your laser quicker and thus, receive a higher score, simply through shooting your enemies in time to the musical beat.
Perhaps the PS4 edition of the game is better optimized, and I'm sure the controller design would allow for more Dexterity (see what I did there), but I can say the Vita edition does not pass the portable - game «bathroom time test,» as it does not allow you a lot of gameplay in a traditional 10 - 15 minute quick play session.
Pan's gameplay is limited to giving Lyra more platforming abilities, as well as joining in with some scraps that play out in little quick time event sequences.
Besides the graphics and the smooth gameplay, I'd have to say the quick time style rage chains were the highlight of my experience.
It also allows for quick jump in and jump out gameplay for a player who only has a few minutes to play and doesn't have the time to complete a full thirty or more minute quest in the game.
It's a fast - loader, gameplay is quick and it can be played for hours or just a few holes at a time before slipping the game into sleep mode when the ad break finishes.
The team at Square also explained more about the Attraction mechanics, which they noted would not be based on quick - time events, but on real - time gameplay.
Gameplay: Basically a few quick time events and dialogue choices.
Quick, bite - sized gameplay is perfect for this type of game, and ensures I can get in a few matches, even if I only have a short time to play.
It also made you more cautious overall of the decision making process — quick - time events that make up the bulk of the gameplay — although often a timer accompanied the decision selection, forcing you to make hasty, instinctual calls.
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