It took me a while, and dying quite often against this bird guy, to find out there's a time
slowing mechanic in the game, maybe I just missed when I was prompted for it.
It took me a while, and dying quite often against this bird guy, to find out there's a time
slowing mechanic in the game, maybe I just missed when I was prompted for it.
Not exact matches
The heart and the humour of the story more than make up for any clunkiness
in the
game's
mechanics and a
slow start.
Being too
slow during the combats and lacking any depth
in its
mechanics, ACORN Tactics is lacking on elements that players take for granted
in tactical and strategic
games and overall, this
game does not amount to a fun experience.
This
mechanic speeds - up the gameplay style over other
games in the genre, and it's what makes Vanquish feel so unique and fresh, especially at a time when people were beginning to become tired of
slow - paced shooters.
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.
Chromehounds was nice but I wouldn't call it great.The environments were sparse (a notable trend
in From Software
games), the assembly system was prone to abuse (cock blocking), and while I generally lift my nose at anyone who complains a
game is «too
slow» I do have to to admit that the weight to speed ratio seemed skewed.A smaller nitpick that got to me was that the heavy gunner role felt underdeveloped when it came to the
mechanics involved or more precisely the lack there of, using only your eyes and your misses to judge where to aim was jarring
in immersive sense (they have giant robots but no laser range finders or even an reticle on the screen to give some form of estimation of where to aim) and felt like an after thought.As usual, From Software had a pretty cool idea but failed to apply the extra level of polish that would push the
game to greatness.
I also feel like Quantum Break will either need to be delayed for quite awhile (Remedy's track record of a
slower dev time coupled w / the time
mechanics & live tv segments seem to point to this
game not releasing this year), or Microsoft might push them to rush the
game out
in order to have a compelling exclusive
in time for the holidays (I hope not)
The
game features the extreme
slow pace that plagues so many tower defense titles but fails to really have any satisfying leveling or upgrade
mechanic that makes those
games satisfying
in the end.
Another highlight of the original
game was the witch time
mechanic which is basically bullet - time that
slows down the
game in order to give Bayonetta the upper hand, provided you perform a last - minute dodge.
The good news is Hacker's Memory is taking it
slow, so by the time gameplay
mechanics will matter
in the
game, you'll know enough to get you through all the major fights.
Most of the painful aspects of the
game (like
slow progression and harvesting) can be adjusted at the server level if you like, and combat
mechanics (like putting the arch
in archery) mostly just take some getting used to.
The
game mechanic is split
in two generally very well working areas: one being spatial 2D, where you have to decide where to place towers
in order to create an enemy -
slowing maze, where to upgrade
in order to get the best out of the tower ranges.
This
mechanic speeds - up the gameplay style over other
games in the genre, and it's what makes Vanquish feel so unique and fresh, especially at a time when people were beginning to become tired of
slow - paced shooters.
Oh, I'd spend hours per day
in those early
games, but I wanted to chill with friends, make stuff, run dungeons with people without worrying about level discrepancies and gear and all the obnoxious
mechanics designed so transparently to
slow me down and make me pay to grind.
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.
Later you're tossed into the ring to experience the
game's unique desync
mechanic which not only
slows down your
in -
game boxing gloves as you lose stamina, but can knock you completely out of your body if you get staggered or even knocked out.
While the school setting isn't particularly innovative, all surrounding
mechanics have been masterfully implemented, resulting
in a
game that's incredibly engaging despite the
slow pace and a few other minor issues.
With the
games main
mechanic being whenever you move time goes fast and when you stop times goes extremely
slow, it shows that the Unity 3D engine can be toyed with
in unusual ways.
But
in many ways it doesn't play like a modern
game at all;
mechanics are explained
in the vaguest of terms, combat is
slow and death is frequent and often frustrating.
Nintendo seems to have
slowed its release of Amiibo figures — the small, NFC - powered toys that can unlock digital content
in games when placed near the Nintendo Switch or 3DS —
in recent years, but a newly discovered patent hints that the gaming could be applying the tech to new play
mechanics.