Sentences with phrase «shooting mechanics in the game»

The shooting mechanics in the game feel great, and they have got the right balance between being fun and challenging.
He has briefly described the story arc of the main protagonist Lincoln Clay, his movement and shooting mechanics in the game, the in - game driving model of vehicles and the criminal ecosystem.

Not exact matches

However the game does suffer from mediocrity in regards to its shooting mechanics and stealth sections.
Without a doubt the most important thing in a game like this is the shooting mechanics, and thankfully they've done extremely well here.
While the art style in Resogun is similar to its star - dusting predecessors, it is very much a new game; instead of hovering around a sphere, you're on a clear cylinder, instead of shooting in any direction you want, you can only shoot from side to side — the mechanics and style are drastically different.
The mechanics will include stealth, shooting, and problem solving as well as Charlie's ability to freely talk with any other character in the game.
Although perhaps a little outdated — most games will now allow you to move and shoot simultaneously — it's a mechanic that works well in the right context.
Anyone that has already played the game will have long since started taking this for granted, but Nintendo's ability to take the shooter genre and infuse it with platforming elements, thanks to the genius mechanic of shooting and swimming through your own ink — up the sides of platforms, around obstacles to take foes by surprise — it's a simple mechanic, that can be used in a shocking variety of ways.
At times, Mega Man swims, rides a snowboard with rhythm game mechanics, flies on Rush just like in an automatically scrolling shoot»em up, swings across gaps with a whip as if he's Simon Belmont, and kicks a ball at his enemies (he probably learned this during his short - lived soccer career).
The amazing part is, she played a previous Zelda game who's throwing and shooting mechanics work in an identical fashion.
The game keeps the Call of Juarez feel to it, with first - person shooting and the slow down mechanic that allows players to take out multiple enemies in one fell swoop.
With a complex plot exploring debated themes such as multi-ethnic society, the best writing in the series, improvements for both stealth and shooting mechanics, meaningful sidequests and a lot of care in creating a detailed (albeit small) game world, Deus Ex: Mankind Divided is a more than worthy sequel to one of the best role - playing games of recent times.
Both genres fall perfectly in line with the previous Prime games, as Samus uses first - person shooting mechanics to traverse space stations and planets.
Yes, it was heavily story driven, but the game mechanics (controls), shooting (was satisfying), puzzles (locks were easy), the setting (london had a soul, lived in feeling, great atmosphere) and graphics (facial, animation, audio was all superb).
The game and its mechanics are typical of old - school arcade shooters, similar to that Tron tank game where you went around in those 3D vector maps shooting down the Recognizers.
The prospect of putting together a cast and crew and shooting a movie is incredibly exciting, especially to people like myself who love films, but the process in this game takes a complex idea and boils it down to a pretty dull set of mechanics that feel thematically weak.
Set in a rapidly moving world that is awash with the glow and hue of the next - gen game development technologies, the upcoming game is apparently a perfect mix of shooting and fighting and stunt - rousing mechanics that make its gameplay experience count among the most immersive ones.
Whether it's some in - game mechanic, the less than perfect move controller tracking, or my own shaky hands, lining up a shot is a feat on its own.
Singularity is an FPS in the BioShock vein, combining shooting mechanics with powers (in this case, a time - altering mechanic) that increase in intensity as the game progresses.
Either way if you can not get over the shooting mechanic it is still a good game and will aid you in reliving your retro gaming fix.
In fact, when it does amp up the challenge it could feel a bit unfair — there's one scene later on in the game where you have no cover and have to take on an onslaught of enemies, which could be a bit hit - and - miss given the often awkward shooting mechanicIn fact, when it does amp up the challenge it could feel a bit unfair — there's one scene later on in the game where you have no cover and have to take on an onslaught of enemies, which could be a bit hit - and - miss given the often awkward shooting mechanicin the game where you have no cover and have to take on an onslaught of enemies, which could be a bit hit - and - miss given the often awkward shooting mechanics.
Another flaw was in the twin - stick shooting mechanics, with the game not giving you the full freedom to shoot in a 360 degree motion but instead limiting you to specific angles.
The game builds further on the ink - based shooting mechanics introduced in Splatoon, with the general gameplay being indentical, but adds new content including new Weapons, Stages, and a new horde mode named Salmon Run.
Each stage throws brand new mechanics into the mix that really shake up what you already thought you knew about the game, such as stomping divine mechs, turbo - charged hovercars and grind rails that result in high - speed shooting gallery sections.
First up is Transistor, a beautifully crafted game with an intriguing plot and a great central mechanic, allowing you to plan your sword attacks before taking your shot, upgrading and tailoring these in quite a unique way.
Sure I could go on forever and speak about the new shops that you'll find in Woodborrow (game hub), the new fishing game mechanics, the new Spark Lock mini-games, the new on - rail shooting sequences (e.g. Ice Sled and Fire Airboat), and all the extra stuff that opens up in Woodburrow as you venture through the game's story, but I don't have enough room.
Maybe, in the full release, this will prove to be the difference with upgrades available to make the shooting mechanics mesh well with the ultra-difficult nature of the game.
The profiling mechanic brings a layer of humanity to shooting and stealthing not present in other games, and while it is a thin layer, players who like to become immersed may find it to be one of the more intriguing aspects of the entire game.
In any event PS3 gamers should mark their calendars for September 29th when we'll all get a shot to test out Battlefield 3's FPS and vehicle combat mechanics.
Where the shooting and camera disappoint, the journey, overall game - play, and outstanding flight mechanics take Lego Star Wars: The Force Awakens out of our atmosphere at light speed in what is sure to be a Lego game that will be tough to top.
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.
The mechanics will include stealth, shooting, and problem solving as well as Charlie's ability to freely talk with any other character in the game.
Much like the previous game, the stealth mechanics forego any particular focus for a loose grab - bag of toys and abilities; you can creep around out of sight, hiding in shadows, under tables and out on ledges, or if that's too pedestrian, you can vomit up a clone to act as a decoy, turn invisible, leave acid traps underfoot and shoot people full of darts.
The core mechanics of the game remain relatively unchanged: You pilot a claw shaped ship using the right stick and shoot the oncoming deluge of spawning geometric shapes with the left, adjusting your playing style in accordance with the designs of the shapes, for instance, adding a little wiggle in your firing trajectory in order to land a hit on those annoying green squares.
Anyone that has already played the game will have long since started taking this for granted, but Nintendo's ability to take the shooter genre and infuse it with platforming elements, thanks to the genius mechanic of shooting and swimming through your own ink — up the sides of platforms, around obstacles to take foes by surprise — it's a simple mechanic, that can be used in a shocking variety of ways.
It's in this aspect of the game that the tight shooting mechanics and light platforming really come into their own, and the chunky, well - oiled animations glue everything together beautifully.
In our review, we praised the gorgeous graphics and tight shooting mechanics that developer Bungie delivered, but found the game's mission structure and story overwhelmingly bland.
With Last Resort dropping some shoot»em up mechanics amid a whole host of hardcore weaponry and Samurai Shodown pretty much doing what you would expect of a SNK fighting game from 1993, you can be sure to find a decent amount of variety in the two titles.
Aside from having the boring shooting mechanics, there are a lot of things that fans can do in the game such as aerial combat, the vehicular combat, riding into turrets and many more.
When it was our turn to review the full release in May 2015, our own Shawn Long said of the game that it is «a fun and lighthearted game with some great mechanics and focus on elements of the shooting genre that have never been looked at the same way before.»
Just like that game you can only fire upwards in Spheroids, this results in an interesting gameplay mechanic, you will always have to take risk when you shoot an enemy.
This coupled with some solid game shooting mechanics makes Far Cry 3 a game to look out for in the future.
Suddenly, the fun, sneak - kill - shoot - kill game mechanic becomes a lesson in mathematics and always thinking a step ahead of the enemy.
The game takes place in a fun world and is filled with great third - person shooting and building mechanics.
When designing Fallout 4's new shooting mechanics, developers at Bethesda Game Studios used Bungie's shooter Destiny — considered by some to have some of the best gunplay in games — as a reference point.
Making things all the more frustrating is that the shooting mechanic finds its way in the motorbike parts of the game, too.
Some shooting mechanics needs betterment, and add to it the horribly small crosshair that is so not right in a massively living breathing open world game.
When you find your character in particular jeopardy, the game goes into a slow - motion mode where you're taunted by a laughing skull as you're given one last chance to shoot or dodge your way to safety, one of the most unique uses of a bullet time mechanic I've ever seen.
The game, which costs $ 30, puts a heavy emphasis on bow shooting, a controller mechanic seen in few games on the PSVR platform due to the system's occlusion - prone single tracking sensor.
It features the most impressive and satisfying shooting mechanics in any Wolfenstein game, yet I was often drawn to its approach to stealth.
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