Leveraging
the same core mechanics that thrive in titles such as «Destiny» and «The Division», players are regularly driven to obtain loot and other upgrades on the horizon.
The two men are clearly old friends, and the game uses
the same core mechanics as the rest of the game to demonstrate how close they are.
They may be
the same core mechanics (although what game of this type, or even most other types can't be narrowed down to shoot this, go here, take this there, etc) but they were presented in a much better way.
Although it does have
the same core mechanics and gameplay that gamers loved in the original, it's the length, voiceovers, and movement that really detract from the overall gaming experience.
Here the team took a platformer and made it feel almost like a rhythm game and continued their tradition of wordlessly conveying a relationship using
the same core mechanics are the rest of the game.
Out in the field the core stealth concepts remain the same, but now that you're sneaking through a jungle, which has far more space to maneuver in,
those same core mechanics feel infinitely better than they do in MGS2, especially as there's a couple of key new ideas thrown into the mix to help keep you on your toes.
Each one introduced its own rules and objectives, yet all of them built on
the same core mechanics that Snake (and players) had to work with.
Not exact matches
The
core mechanics are just the
same, but Epic Games delivers a splendid lesson in game design, creating a brilliant campaign, varied and well - paced as few others.
The
core gameplay is the
same of Partners in time, but a bright plot, new features (as touch - screen based minigames) and the correlation between the three main characters add variety to the Rhythm / RPG
mechanics.
They've changed a few things, sometimes in appearance, sometimes in story, but the
core mechanic is still the
same.
Most modern sequels have the
same core game and then add a few
mechanics to fit the new setting.
Omega Force has been using this
same mechanic for donkey's years, sometimes holding it back from
core games only to include it later in a spin - off.
I wish I could think of one single thing that Extinction has going for it, but I'm coming up blank — not only does it bungle its
core gameplay
mechanics, it then repeats the
same circus sideshow way, way beyond the threshold of any sane person's breaking point.
From what I've read the
core mechanics sound the
same but the game design doesn't.
The
core mechanics are simple enough: X is your direct, heavier attack while Y offers up sweeping moves capable of hitting multiple enemies at the
same time, and the left trigger takes on the role of both dodge and block.
This aberration aside, New Vegas DLC never makes the
same mistake as Fallout 3 and always puts the
core gameplay
mechanic of «go / find / explore / talk / resolve» first.
Normally games get harder as you go, but the
core mechanic of the game stays the
same.
The
core mechanics also remain the
same.
The
core gameplay
mechanics look the
same but it will be interesting to see whether Unity can reinvigorate the formula.
The uncharted series
core mechanics are still the
same from the first one, no change no innovation How is that any different from gears?
All of your favorite games in the genre do things to change that
core mechanic because, let's face it: if you're just doing the
same thing, over and over, you're going to get bored of the game.
In regards to gameplay, the
core mechanics are pretty much the
same thing we've been doing for years, which is slaying dozens of soldiers and officers in an attempt to defeat the general, expect this time it's packed with the latest features from Dynasty Warriors 7, such as switching between two weapons mid-combat, the ability to summon a horse at any time, a rage meter that'll put your character in an overpowered state with a much more power musou attack and more.
The missions are different, but the
core mechanic is always the
same; one of the reasons why my interest in impressive games is fading away.
Lets get this out of the way first: The
core mechanic is the
same as it's always been.
While the
core mechanics remain the
same, including the brutal difficulty, Evo is still very highly recommended for it's fun gameplay, tight controls, and sheer amount of things you're given to do.
The
core mechanics remain the
same, but you can now wield many different weapons, which adds a nice bit of variety.
Omega Force has been using this
same mechanic for donkey's years, sometimes holding it back from
core games only to include it later in a spin - off.
While the
core mechanics remain functionally the
same, that (even more) exotic setting and (lesser known) time period, brilliant environment design and brief, but effective, narrative all combine to make something that offers just that little bit more.
Think of this remaster in the
same way as the Turok 2 remaster though, in the sense that the
core game, story, voice acting, and
mechanics are all still the
same as they were.
Super Mario Odyssey doesn't discard the
core mechanics of the series in quite the
same way that Zelda: Breath of the Wild does, but it's fresh and different enough to what has gone before to comfortably rank as one of Mario's finest adventures in recent memory.
Don't get me wrong, the
core racing
mechanics remain the
same, but you'll actually FEEL like you're driving these futuristic hover vehicles.
It is the
same old historical spectacle (with a lot of action, of course), an open - world game that builds upon the principles of its predecessors and spices them up by adding naval combat as the
core gameplay
mechanic.
Audition features tons of different game modes that all use the
same core game play
mechanics such as beat rush, battle parties, club dance, ballroom dance and my personal favorite, b - boy mode.
Although the
core concept of the gameplay remains the
same, the
mechanics went through some major alterations, mainly due to the introduction of sea warfare.
The game is instantly recognisable to Souls fans as most of the
core mechanics are the
same, the differences being the use of special weapons and the healing process, which now makes use of the triangle button.