Like previous XV supplementary's Kingsglaive and Brotherhood, King's Tale follows a part of the XV's story that isn't
really explored in game, King Regis's similar adventures in his youth.
Not exact matches
The size of the
game really hits you when you go mining down into the world and seem to never hit a boundary,
exploring and discovering new things and places is fantastic, and the freedom of creation
in Terraria will keep me playing for a long time.
But
in this version, the
game forces you to go to all of those places anyway and it's not
really exploring if you're directly sent there on an errand, is it?
Good
game, it's just I found it struggled to find its own identity, it's taken a lot of what has been done
in other
games and not brought much new to the table, still done very well it's just it didn't pull me
in like I hoped, I felt like while the open world was very beautiful that's all there
really was to it, it felt very empty to me, it didn't make me want to
explore everywhere like say fallout or the witcher.
Good
game, it's just I found it struggled to find its own identity, it's taken a lot of what has been done
in other
games and not brought much new to the table, still done very well it's just it didn't pull me
in like I hoped, I felt like while the open world was very beautiful that's all there
really was to it, it felt very empty to me, it didn't make me want to
explore everywhere like
if you like
exploring in games this
game is amazing but i feel like there arent
really big rewards for it.
Ironically, for me, Sonic
games have never
really been about going fast as much as having the ability to
explore and platform
in large levels.
The
game also gives hardcore fans a wide gamut of collectables to find which
really helps you
explore the environment as you get lost
in the world of Lost Legacy.
Towards the end of the
game when you have unlocked all the characters you can
really go and
explore the hub world and levels and learn
in detail how each character and their skills will help you to get 100 % completion.
Monster Hunter 4 fared well
in Famitsu Magazine, receiving a 38 out of 40 with reviews that stated: «The controls and data you get are complex, but there are more new weapons and things to
explore, making for a
really deep
game.
Parents of young children
really appreciate our fenced
in playground with its huge sandbox; while the bigger «kids» are free to
explore the forest around us, or play a
game of volleyball.
However, the structure of the missions and your ability to purchase maps that highlight important locations on the over-world map
really helps to allow you to tackle the
game and
explore the various locations
in a way that suits your style of gameplay.
HF: «We can't
really say much at the moment but there are lots of things
in this current
game design we still want to
explore.
I loved the environments of the
game; the atmosphere gave the world a sense very similar to that found
in Metroid
games, and there was this feeling of isolation that
really made me want to help the character continue
exploring.
I spent countless hours headbutting trees
in the Ilex Forest,
exploring the remains of the Burned Tower, and tracking down the legendaries Entei, Raikou, and Suicune... but it was the
game's soundtrack that
really pulled me
in with its memorable 8 - bit melodies, an eclectic mix of romantic harmonies and Japanese folk music - the perfect backdrop for the Johto region.
I did most of my ravenous gaming
in the 90's and so all the Lucas Arts adventure
games were a huge part of my life and I was also
really into real - time strategy
games like the Command and Conquer series and flight simulators which is a genre that isn't
explored much these days is.
Also, it was
really great to receive tangible rewards
in the form of experience and ability points for
exploring the
game world and finding hidden areas.
I wanted to make a
game that
explored the idea that it's
really hard to keep your hands (or paws) clean
in an election.
While previous
games in the series have turned a Pokémon squad loose to
explore after a couple of introductory dungeons, this
really wants to make sure players have a good grasp of all the mechanics before giving them free reign.
It
really does make us want to see a full
game set
in this time period, with Link
exploring a version of Hyrule right at its prime.
In those times, we didn't
really have the freedom to
explore anything outside the main points of the story a
game's developer wanted us to see.
For some, that's simply too much to ask for... but, for those willing to
really dive
in and
explore what the
game has to offer, Dark Souls offers an experience that's unlike most other
games on the market today.
Being a more traditional
gamer, I was interested
in the Mario, Zelda, Metroid, Smash Bros. fare, but the real draw for me was that this was the first Nintendo system that would
really explore online.
Everyone who plays these
games knows that the fictional places they're
exploring are only stand -
ins for somewhere that
really exists
in the world.
While it is more linear, you still get the feeling your
exploring this big world, not just running through an area
in a video
game shooting things, waiting for the next firefight (I'm looking @ you Halo 2) you
really get immersed
in the
game.
I loved the map
in the last two
games since each area was beautifully drawn, you could see all the paths drawn out, and it
really helped show that you're
exploring this fantastic place.
I always felt his abilities and personality could have been
really explored in a Mario & Luigi
game, with Wario & Waluigi as another set of playable characters.
If you've played a Telltale
game before you know that it is a lot of talking, but I
really enjoyed being Bruce Wayne even more than I enjoyed being Batman
in the
game.The story and dialogue are well - written and diverse options allow you to
really explore different story threads.This makes the
game very very re-playable.
One rather annoying aspect of the
game appears
in the
Explore mode, where the actual random missions offered to players don't
really take into account their level.
The «immersive sim» is a subgenre of
games that represents so much about what I personally value
in game design: believable but unfamiliar places that feel lived -
in as you
explore them; an experience that's driven by the player's agency and the player's intent, that gives the player interactive tools to express their own role within that world; a set of
game rules that feel so internally consistent and responsive that they expand what the world is, and the feeling that you are
really in it.
The
game aims to
explore what's
really happened inside those wall
in the fictional eyes of Renée's, an imaginary 16 years old girl that suffers from mental illness.
While this
game, just like any other Mario
game, is about saving Peach
in the end, they
really just want you to
explore each and every aspect of the level.
Exploring the city as my own costumed Mario was a genuinely new experience
in a Mario
game, which
really made me think Odyssey has the potential to be a great 3D Mario title.
Yonder is one of those
games that mixes a bunch of things I love but also don't
really lean towards, and somehow combines them all to make a fun, memorable, vivid, and relaxing experience that's easy to recommend at its humble price point, given all of the things, while simple, you can do
in the
game and
explore.
It's time for the genre to take the next step, and
explore the idea of a truly dynamic, living, breathing persistent world where the player's actions
really make a difference, and everything that occurs
in the
game world has cause and effect.
Not only do they have the most friendly fan base I've ever met, (no
really, they're all lovely) the
game is fun, scary and promotes an array of ideas that would be very interesting to
explore in VR.
From there, I also wanted to go back to
explore that idea of a reality coming to pieces, which again is a
really common device
in FPS
games, from Doom 3 to F.E.A.R., and so on.
Exploration was heavily rewarded with ammo / health
in the previous two
games, here you aren't
really able to
explore in quite the same way and most items are discovered by default.
All said, Wizards & Warriors is a
game I would
really like to revisit, and
in the case of the sequels, have another chance to
explore.
Whilst the lack of
in -
game music might seem like a bore for some, it
really would spoil the feel of the ambiance as each chapter is a new shade of darkness just waiting to be
explored.
People here are
really missing the point of this series, it is
really not about power ups, character progression or a vertical platforms, it's about getting lost
in a maze and ending up enjoying the aimless wandering more than the reaching of your destination, and that is something mostly missing
in modern
games where it is unconceivable to leave the player cluelessly
exploring without a defined objective (even
in Metroid Prime there was a hint system ON by default to avoid ADD sufferers from abandoning the
game).
Yes, this farming simulator lets you do more than just live
in the
game and allow the virtual world around you to just pass by, it allows you the chance to take on missions and quests and
really get your teeth stuck into things like fishing, mining, the customising of professions, the unlocking and
exploring new areas and artefact finding.
It's usually blatantly obvious where the
game wants you to go and even
in the rare instances where the levels open up a little, there's never
really any reason to
explore your surroundings more than you have to.
«
In Hyper Light Drifter, part of the core promise of the game was discovering secrets, so we could afford to do really obscure things - passages through walls or invisible platforms with no hints or tells in the level design - because we knew our audience would be actively exploring and hunting for the
In Hyper Light Drifter, part of the core promise of the
game was discovering secrets, so we could afford to do
really obscure things - passages through walls or invisible platforms with no hints or tells
in the level design - because we knew our audience would be actively exploring and hunting for the
in the level design - because we knew our audience would be actively
exploring and hunting for them.
In video
games, we never
really explore the topic of death, and the effects it has on people when someone close to them dies.
This week on Power Button, Joey Davidson, Brad Hilderbrand, and I discuss why you
really need to circle back and
explore the vibrant city of Steelport
in order to experience the madness of Professor Genki's Super Ethical Reality Climax, the bizarre Tiger Escort mission, the amazing cameo from Burt Reynolds, the might of the Apoca - Fist, and all of the other crazy things that make the
game so much fun to play.
One of the high watermarks for virtual reality
games right now, Windlands ticks all the boxes for gorgeous visuals and addictive gameplay, but what
really sets it apart is the way it's been designed for VR - you spend your time flying,
exploring and collecting, using a fluid movement system that's one of the best solutions yet to travelling
in VR space.
The level design of the
game is fairly linear, but you will need to
explore every crook and nanny
in order to
really discover some hidden locations.And even then it is likely that you'll have still missed some locations at the end of the
game.
I met other enthusiastic
game - makers, learnt new tools, had exciting creative discussions, worked on group projects, did
game jams... I
really fell
in love with
game design, and
exploring the form went from a hobby to a life ambition.
Minecraft is a
game that's all about
exploring and building, and it's a fantastic creative outlet, so having the right cheats, tips and secret techniques at your disposal can
really come
in handy.