Sentences with phrase «same game mechanics»

Much of the same game mechanics the series is known for remains intact, though this time around, the title allows three playable characters to go through within the game, all of which have their own goals.
I definitely don't think you'll find a game quite like Betrayer even if it uses a similar setting or features a lot of the same game mechanics just because nobody else would interpret things exactly the same as us.
The shooter market is getting bogged down with third - person and first - person shooters that all make use of the same game mechanics: regenerating health, killstreaks, horde modes, etc..
Working off the same game mechanics and practically same graphics as Resident Evil, Dino Crisis saw the player control a character named Regina, who as a member of a special tactics team is sent to Ibis Island to locate the mundanely named Dr. Kirk.
Wargame: Red Dragon retains the same game mechanics that made the series so successful, but the action leaves Europe for the first time and moves to a conflict in central Asia between 1975 and 1991.
Again, we want to borrow off a lot of the same game mechanics that make games enjoyable.

Not exact matches

It utilizes the same «Move and Click» mechanics that the BTTF game had, and for the first time in a long time, has quick time events that fit, and feel right.
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.
To name but a few: I've had mercs spotted through walls, enemies alerted to a mercs presence for no apparent reason (yes I understand the stealth mechanics), enemy AI is appalling (you can eliminate a building full of enemies but just running a merc around the perimeter of the building, thus alerting the enemies, and then shooting them all as they come out of the door), the game is riddled with typos (e.g. some of the mercs have a trait called «though», which is obviously meant to be «tough»), the voices acting is poor and annoying (who honestly wants to have their merc scream the same phrase over and over again every time you select them?)
Fond memories, the story is good, game play mechanics are wanting but charming at the same time.
Seriously, the gaming industry is **** up badly and need to add innovation and they need to think outside the box rather than stay within the same ideas and mechanics and what not that already exist within all these games.
Guacamelee builds upon the classic open - world Metroid - vania style of games, by adding a strong melee combat component, a new dimension switching mechanic, and cooperative same - screen multiplayer for the entire story.
There are a few different mechanics in play at the same time in this game and they've done a very good job here.
Throughout your time with the game you will notice a number of different mechanics in play at the same time and each different mechanic plays a part in creating a unique adventure.
One of the best games ever made in 2000, it made a lot of great improvements of the first games mechanics, and as always has the same Blizzard formula that made Starcraft great.
The gameplay has quite a few interesting mechanics that work well throughout the game and this without a doubt makes the gameplay very fun and addictive at the same time.
That said, it's unlikely that they're getting the same best of treatment as the minigames, which makes sense with how varied each of the games were in terms of board mechanics.
Made by the same developers who brought us the excellent Halo Wars, Robot Entertainment this year gave us the perfect blend of high quality game mechanics at a budget price.
The team responsible for converting the MSX game kept nearly all the same components and mechanics, but completely reshuffled the layout of the Outer Heaven fortress in which the action took place.
It's too bad that the original Ninja Turtles arcade game many players will remember fondly isn't available; instead, the arcade machine uses the same game engine and mechanics as the main game, just with the fixed angle of the older arcade classics.
This isn't just a simple mechanic shift with the same gameplay backdrop, rather it's a complete overhaul with how every facet of the game works.
A lot of the same control and mechanic problems from the campaign exist here, as well, but the competitive multiplayer also has the game's coolest feature.
but all lego games after that were pretty much the same gameplay mechanics, and not as fun IMO... the exception is of course LEGO city undercover, which is not a typical lego game and has alot of potential... that game, I AM looking forward to and see how it does
Although not quite on the same level as the previous games in the Uncharted series, Lost Legacy is still a very worth play with some new gaming mechanics added and truly impressive graphics.
The Toronto - based indie studio stated in their blog that they're «looking to build upon the classic open - world, Metroid - vania style of games by adding a strong melee combat component, a new dimension switching mechanic, and co-operative same - screen multiplayer for the entire story.»
«You can imagine Lords of the Fallen as a game that has all the layers, all the complexity, all the mechanics, all the elements of very advanced tactical combat, but it's not being mindlessly punishing at the same time.»
A standalone expansion of A Thief's End, control schemes and game mechanics are largely wholly the same.
The game mechanics, the landscape, the combat, and the exploration all felt mostly the same, for better or worse.
While the 1994 game featured a number of impressive systems and mechanics at the time, channeling the same design from Ultima Underworld and other first - person RPG games, much of its gameplay feels a bit outdated in today's age.
Most modern sequels have the same core game and then add a few mechanics to fit the new setting.
The same principles — both in terms of design and the mechanics of development — could conceivably contribute to Rockstar's other large open - world games, including the Grand Theft Auto series, so if the new strategy works in Red Dead Redemption 2, we may see it in many other games going forward.
On the topic of the games fight mechanics, the game has taken the same fighting system as last year but has tweaked it a bit to make for an even more pleasurable experience.
I wish I could praise the movement scheme on the same level as the combat mechanics but, unfortunately, getting about in Apex Construct stands as one of the most frustrating times I've had with a VR game.
This latest game to fly the Hot Wheels franchise banner uses basically the same driving mechanics that the series has used for years, relying on a very basic arcade racing model with only a few slight race mode variations to change things up a bit.
The Apostles has some suspect writing at times and the story makes some logical leaps where it feels like whole cut - scenes are missing, but we get the same great gameplay mechanics of the base game while throwing in a structured three - arc setup that introduces some interesting characters.
It's based on the sci - fi video game of the same name about the adventures of a cat - like creature named Ratchet, who's a mechanic, and Clank, his robot friend.
It is also based on a free - to - play game of the same subtitle that was released in Japan a few years ago that dealt with the same mechanic of moving from left to right with forced scrolling.
These are problematic or all the same reasons, though the addition of it as a game mechanic also naturally means Frank can equip the Exo - Suits as well.
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.
Like I mentioned earlier, the previous Stuntman games had great mechanics, and thus is the same for Stuntman Ignition.
This could be with different levels or stages utilizing certain mechanics in order to be able to progress like wall climbing / wall jumping levels, Score attack or time trial stages, even minigames add some different to the mix that keeps gamers playing the same game over and over.
The general mechanics of the game have remained mostly the same, including combat and demon negotiation.
From the cat at the start that looks like the same one from the Nintendo 64 Animal Forest to the «fill the museum with bugs, fish, fossils, and art» collection mechanic, there's a tangible sense of déjà vu that some gamers may not be able to get past if they've played Animal Crossing before.
As with the original, the Nintendo Switch version is a re-release of the original game, bringing the same game engine and mechanics as the original with it.
The same great fighting mechanics have been included in this game with some very nice improvements to make the game feel a lot smoother.
The game retains a lot of the same gameplay mechanics from the previous Digimon Story game.
It's NOT the same as others, it has unique game mechanics.
With the backing of a much larger company Pixowl now has access to content that will help to develop The Sandbox Evolution even further while maintaining the same mechanics that made the first game such a hit.
As such, when a game gets a 5... or less... despite having not one single technical flaw, solid game play mechanics which beat out some bigger name games, being about as long as any other game with the same presentation, and being a visual masterpiece, the merit of the review is going to be called into question... not naming names, just using an example.
From what I've read the core mechanics sound the same but the game design doesn't.
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