Sentences with phrase «really explored in game»

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 theIn 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 thein 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.
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