Not exact matches
This
game is
flawed, but it's still a
rather awesome title worthy of owning.
This is a
game that is hard to recommend to many players, but those with a taste for the odd and an ability to forgive
rather bizarre design
flaws will find a good little
game hidden under a film of potential inaccessibility.
Friends can only be added outside of the
game on the XMB, and the clan support is
rather flimsy, other than that the
game is really without
flaw.
Once you get pass those Computer AI
flaws you have a nice looking single player mode going, although the missions do seem
rather repetitive, there is still a lot of fun to be played throughout the single player mode of the
game.
Crashing could be eased by a good respawn system, and the system here is quicker than most at getting you back on the track, but like much of the rest of the
game it's very
flawed; often a respawn will skip out a large chunk of the track giving you an advantage
rather than penalizing you for crashing out, and at other times the respawn just won't kick in.
Despite being a
rather enjoyable title in this
gamer's opinion, the admittedly
flawed first
game Kaos developed for THQ, Frontlines: Fuel of War, didn't get the warmest reception from critics and, according to Bison, was «an incomplete experiment under pressure to ship.»
The next argument, then, is usually that I only ever chat about
games with these so - called «friends», but again this proves to a
rather flawed argument to me as I speak to my online friends about everything.
Despite their
flaws, there's not a bad
game to be found in this collection, but
rather hours upon hours of action platforming fun.
This ultimately makes DH4 a
rather frustrating,
flawed game that seems to have a weird sense of priorities.
There are 15 levels across the
rather brief six hours or so that the
game lasts, but one of the biggest
flaws is that, while the
game does have some lovely and artistic level design with its dark forests, fiery pits and mystical caves, some of the environments can look
rather samey, and this gave me the feeling of repetition from time to time.
To be fair, this could be a problem with getting used to the controls
rather than a genuine
flaw in the
game.
When it comes to more negative issues, I have already mentioned that the
game could have done with slightly more variation, but Splatoon also has maps and modes that rotate every four hours, which is a
rather flawed way of doing things.
In summary, while there are a lot of negatives, these negatives are more just small nit - picks
rather than
game breaking
flaws.
The Underwater View mode is
rather pointless (you use the Vita like a camera and watch fish) and it's bizarre that there's no online play aside from leaderboards (online championships and matches could have been a great addition) but despite the
flaws it's difficult not to be charmed by a
game that has been created to appeal to everyone and makes a sport which I find the concept of boring, an enjoyable experience that rewards the player as they become accustomed to learning the controls and flow of gameplay.
Sadly, a
rather major
flaw in Drifting Lands» level design really brings down a
game that is mostly well crafted.
Like all other Ice Pick Lodge's creations, it's a
flawed game: it doesn't explain much, and it sometimes feels like you're playing against the
game,
rather than playing the
game itself.
The hyper - smooth action mostly makes up for these
flaws, but many people found it to be a
rather plain yet infuriating
game.