Sentences with phrase «smooth game controls»

Game Feature: 1 - Many realistic environments2 - Different weather system in each level3 - Very challenging game play4 - Real 3D jungle environment5 - Heart touching music and sound effect6 - Very smooth game control

Not exact matches

i know klopp (i believe he will be perfecting his tactics maybe might add a bit more possession play to his game and management skills while on leave) likes to have big control in the transfers of his clubs so this might be a more smoother move for the club in future.
The game plays very well with a smooth and responsive control system.
It's action game J - style at its best, smooth to control, wonderful and crazy to watch.
While it may be a bargain bin game it's still a lot of fun, and the story behind it all is really unique, perfect for fans of cheesy Sci - Fi movies, it reminds me a lot of the movie Avatar because of the environment, the main part of this game is the flying which takes some getting used too, do to touchy controls, but eventually you'll get the hang of it, but never really feels as smooth as
The original levels, tight controls and fast, smooth, addictive game play has landed Jet Car Stunts on many «Best of 2009» lists.
It's a simple game that has great replayability due to smooth, deep controls and challenging AI opponents.
This game is one of the best stealth / action games i have ever played, the graphics are artistically well done, the controls are smooth and efficient.
The game still has great controls and still feels smooth from start to finish.
The game looks absolutely gorgeous, but the controls and menus completely break it for me... Which is sad, because I'm sure I would like it if they just added a targeting system and smoother movement.
For starters, the controls are quite smooth, not on the level of the 3D Super Mario games, but close enough.
Along with smooth controls you can see that 2K Czech has spent a good deal of time tightening up the games animations.
More then anything Grid is a polished racing experience, everything from the opening credits to the tight controlling of your vehicles this game is as smooth as you could ever want.
The in - game controls of Freedom Fighters is extremely easy and smooth and basically use the analog stick to move your character around with the D - Pad used to give orders and engage the enemy.
The controls themselves are very smooth and highly responsive after all this is mostly a rally game so small tweaks on the thumb sticks are all unique.
While the enemies don't have much variation, the game does make it up with smooth controls and addictive gameplay to boot.
The controls are so smooth and responsive, and the game itself is platforming at its best.
Full support for MFi controllers, iCloud support, more options for the virtual controls, and a smoothed out difficulty curve earlier in the game.
You will be smooth, controlled, gym - toned, with the body of a woman in her late twenties, lushly in her prime and way ahead of the game.
Definitely the best looking open world game on PC, it's beautiful, the controls were fluid and worked well, performance was butter smooth with everything maxed, lot of options and customization.
I haven't played the game but watching other people play it it looks like the lack of focus on animation actively makes the game's controls less smooth.
In the sequel the controls while more «smooth» made the mechanics of the last game awkward.
I've had no issues with the controls (though there is a sprint button for some reason, and back in my day you didn't have to hold an extra button to make Sonic run fast, that's all he knew how to do) and graphically the game looks alright, the camera is zoomed out a bit far, but the frame - rate stays smooth at all times, though the 3D effect is barely noticeable even when the slider is at max.
A game that tries to demonstrate the power of the medium fails to utilize a smooth control scheme, or even a camera that lets you see everything, the basics of almost any game.
Not only does it appear that the game will once again change around the format for the play style, with the player controlling Bowser while Mario and Luigi are stuck in his stomach on the top screen and Mario and Luigi on the bottom, but it also looks graphically impressive with some seriously smooth looking sprites and attacks.
It's not quite the smoothest glide I've felt, but the difference is so small that unless you're a professional gamer that's looking for every possible, you'll probably never notice it, and it balances that out with a good degree of control.
Generally speaking, the controls are smooth (arrows or WASD for movement and the space bar for interacting), though on occasion the game will lag when you enter an area where an audiovisual effect is set off.
Today we are happy to unveil the game's Accolade Trailer, a video highlighting everything that seduced both journalists and players: the addictive tactical action experience, the gorgeous art style that gave life to a colorful universe, and the innovative control scheme making management of your 100 individual Guardians as smooth with a controller as it is with a keyboard and mouse.
Despite the game probably not launching until 2018 they've already succeeded — amid the chaos and noise of a convention it was easy to get lulled into a relaxed state thanks to the smooth, responsive controls and simple puzzles.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to JGame Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
«Today's games require more than just realistic graphics — character animations need to be smooth, lifelike and convincing in order to really bring gamers into our worlds, and morpheme delivers the level of control required for that aspect of game development.»
12 levels plus 3 bonus levels if you can find the golden cubes... Note: Bugs with the controls were fixed, the game is running smooth!
Game Features + Colorful & smooth graphics + Smooth controls and gameplay + Amazing background music and sound effects + Face the unknown dangers andsmooth graphics + Smooth controls and gameplay + Amazing background music and sound effects + Face the unknown dangers andSmooth controls and gameplay + Amazing background music and sound effects + Face the unknown dangers and fear!
With beautiful graphics, easy controls and smooth gameplay experience the great first person shooting game with multiple levels.
Wool's controls are smooth and work great, and while it is a similar game play concept, I find it to be a much better game.
With beautiful graphics, easy controls and smooth gameplay experience the great first person shooting game with multiple...
Throw in the ability to boost at super fast speeds, telepods that require you to backtrack in levels and use your skills to destroy colored nodes in the correct order, tough enemies, levels that can be enjoyed in short bursts or long sessions, buttery smoother controls, and just an overall charm, Velocity Ultra becomes one of the funnest games you'll find on the PlayStation Vita.
Unlocking new moves for smoother traversal of the cityscape is satisfyingly rewarding and clearly reflected in the controls as you add to your parkour repertoire; enhancing your combat abilities is also a necessity, as there's a much heavier focus on engaging enemies in this game than the first, which isn't necessarily a good thing.
But I would've gladly given the game another six months (out of a comically long development cycle) for its creators to have smoothed out the controls into something tolerable.
Play a game like WarioWare: Smooth Moves, a decent implementation of Wii motion controls, and you'll see the shortcomings of having a game built solely around the controls.
Full support for MFi controllers, iCloud support, more options for the virtual controls, and a smoothed out difficulty curve earlier in the game.
PERFECT CONTROL Parking Mania is a game about precision, style and skill, so it makes sense that Parking Mania offers three different, beautifully balanced control schemes to fit every player: you can steer by tilting your device, or with an on - screen steering wheel, or using a smooth slider bar.
The power of the new consoles also allowed us to improve the games in the field most critical to gameplay, especially gunplay and general feel - for example combat and cut - scenes became smoother, and controls became much more responsive.
The sense of speed and control you have, darting in and out of areas with smooth finesse, is where the game really shines, and its intoxicating sense of addiction rears its admittedly beautiful head.
Bungie's long - honed expertise in control, AI, and «gunfeel» result in some of the smoothest, most instinctive, most tactile, and just plain butteriest shooting you'll find in any modern console game.
Even a simple little game should have things like decent controls and smooth graphics, I said smooth as in a good refresh rate on the eyes, not actual artistic stylings, and I would like to ensure I am getting these things.
Though the controls can be awkward to get the hang of at first, the game quickly becomes a natural connection to the gameplay mechanics, which are otherwise smooth and enjoyable.
Controls are smooth if a little clunky at times and I noticed the odd visual glitch but compared to some of the latest AAA game release disasters, this is nothing.
They were one of the few developers to master shooters on a system that lacked the control options to make smooth games in the genre.
The controls are smooth and the game constantly throws out waves of enemies to keep players on their toes.
a b c d e f g h i j k l m n o p q r s t u v w x y z