Not exact matches
This could have been potentially another High School of the Dead with a strong cast of character and well
structured story, but it ends up being a mission based
game where the focus is more on doing the same
repetitive tasks again and again backed by a dull combat.
The
game world's aesthetics are vivid and lush even if the
structure of the levels themselves are
repetitive.
Once again it is in the early
game that Hyper Light Drifter is let down, as with none of the sword's upgrades — which mix up combat with new moves and abilities — it's left feeling stale and
repetitive, forcing you into a tight move
structure, straying from which results in certain death.
The end result of including a real tribe is a
game that, while maligned for its
repetitive play
structures, still presents the medium's best exploration of the birth of America to date and an impetus for players to further their understanding of Native history.
Revelations is a fantastic
game, and is more than worth your money, but a
repetitive mission
structure and the fact that the
game is still following Ezio is rather disappointing.
The
structure of the
game felt based around playing it for a few minutes a day, as long sessions could become
repetitive.
I soon realized that the
game's
repetitive mission
structure does not lend itself well to a replay.
Few
games of 2008 have been as polarizing on the online forums as Far Cry 2 — it has been understandably criticized for a
repetitive mission
structure and sometimes aggravatingly frequently - respawning enemies.
Because even though up until now in the review I have been nothing but positive, and the fact that I said that I love to hate the
game but I also hate to love the
game is still true, and the hate comes in the form of the mission
structures, the missions are incredible
repetitive and you can easily sum up 80 % of the mission by saying this, you enter a planet that you have already visited numerous times before, you head out to find some data that your ghost buddy can encrypt, while your ghost encrypts the data enemies respawn, sometimes with a larger enemy, and you need to clear them out, once that is done and your ghost got the data you are sent back to the tower to sell, buy, upgrade your character and then rinse and repeat.
Many open world
games suffer side mission fatigue, using
repetitive quest
structures as filler to extend the playtime.
I've heard other people have found that the mission
structure begins to feel more
repetitive the further you progress through the
game, but that monotony hasn't set in for me (at least not yet).