Not exact matches
The
design of it is so difficult to come to
terms with because
of the tight integration with musical
gameplay.
Battlefleet: Gothic Armada is as epic as its grandiose name in
terms of design and
gameplay scope.
In
terms of reception, The Witcher 3 is highly esteemed, receiving acclaim for its
gameplay, visual
design, and sound direction.
A good platformer not only requires a good
gameplay experience in
terms of level
design and controls, but also need to do a good job
of conveying an experience to the player.
Together, they reveal the complex and disturbed world created by developer Dennaton, whose confidence is proudly on display in
terms of story - telling,
design,
gameplay, soundtrack selection, and most importantly, confidence in the player.
Mika Mobile is the Blizzard
of iOS in my book, in
terms of polish and overall
gameplay design.
They were totally different games in
terms of visual
design and core
gameplay, complete with a more Tecmo Bowl - ish horizontal field
of view instead
of the 16 - bit game's vertical perspective.
From a
design standpoint, this is more polished in
terms of the core
gameplay mechanics (as there are more
of them and balanced to a greater degree).
This generation has been absolutely atrocious in
terms of design and allowing the player to figure a game out themselves through pure intuitive
gameplay, as bigger and better looking as games are getting it's becoming near impossible to find an organic experience in any
of them.
It redefines the structure
of the series in
terms of its
gameplay variance, level
design, and progression structure, while paying homage to its roots and acting as a celebration
of sorts for the beloved franchise.
Children
of Arkham has surpassed its predecessor in
terms of story,
design, and less
gameplay issues.
Stealth, all - out action and car chases are all combined and mixed with the hacking mechanics to create arguably one
of the best selections
of campaign missions seen in a game
of this nature, perhaps even surpassing the
design of Grand Theft Auto V's narrative missions in
terms of gameplay.
It might be industry evolution in
terms of audience and
gameplay design.
Over the last two weeks the excellent people at Final Fantasy Union graciously hosted a two - part case study I wrote, comparing the Final Fantasy and Legend
of Zelda franchises in
terms of game
design and narrative, dissecting each franchise's approach to
gameplay and story to see what each could learn from the other.
For all the risks Mirror
of Fate takes in
terms of story and aesthetic, its core
gameplay feels mired in antiquated
design that just doesn't feel that relevant anymore.
I struggle to find negative things to say about Nexuiz in
terms of gameplay and
design, but the story is, well... another story.
In the first article, I tried to convey the difference between 2D and 3D fighting games in
terms of common game
design issues and
gameplay differences.
While the
gameplay doesn't stray far from its predecessor in
terms of design and implementation, it has been refined and polished substantially.
Hardcore Gamer — 80/100 Pyre represents another solid effort from Supergiant, as the awe - inspiring world, both in
terms of design and depth, coupled with a lovable cast
of heroes and villains, continue the studio's renowned streak for titles with big heart and unique
gameplay.
What Warhead trims in
terms of scale is balanced out by a greater attention to pacing and sensible
gameplay variety, as well as level
design that seems more tuned to the game's unique (and enjoyable) combat and suit mechanics.
So in
terms of gameplay and
design, Paper Mario Color Splash is a game
of two halves.
For the most part though, Super Mario Odyssey is a great game in
terms of gameplay and game
design, with the title holding up to Mario 64 and Galaxy in almost every way.
For a series that's always been at the bleeding edge
of modern FPS
design — both in
terms of technical performance and muscular
gameplay — it's fair to say that expectations are sky high for Killzone: Mercenary — the first
It may have taken three years, but South African developers QCF
Design really have delivered something spectacular in
terms of gameplay.
The game has taken quite a new direction in
terms of both level
design and
gameplay.
I wanted to see how the game actually holds up next to the fan service in
term of pure
gameplay mechanics and how the
design from a VR to non-VR transformation works in the context
of the game.
What's interesting about Arkham Origins is that it doesn't falter by breaking the mold — the
gameplay and
design elements are largely the same — but it doesn't do anything new or interesting in
terms of storytelling.
No «Project Needlemouse», just «HEY GUYS, WE ARE MAKING A NEW SONIC GAME CALLED SONIC 4 WHICH WILL BE GOING BACK TO THE ROOTS IN
TERMS OF GAMEPLAY, BUT IT WILL FEATURE 3D MODELS BECAUSE WE ARE KEEPING IN LINE WITH
DESIGN CHANGES IMPLEMENTED OVER 10 YEARS AGO»
In addition, it contains detailed guides to the
gameplay mechanics, stages, bosses, glossaries
of terms used in each game, bonus information about the soundtracks, packaging
design, development history and even ALLTYNEX 4 - koma manga strips!
So there's this vast space
of design - in
terms of bullet hell, level and pattern
design, enemy and boss
design, and even auxiliary
gameplay systems used to extend the core experience.
Sumo really knocked it out
of the park in
terms of gameplay and
design.