The hero's agility and control over lightning creates a fresh approach to the genre that gives the player
a unique feeling of speed and power.
Not exact matches
As a runner, I love the
feel of the slat belt, and the
unique speed and incline knobs make it so that when I change it up, my workout still flows.»
While the
speed dating options are
unique, it kind
of feels like just another way to get money, when they site is already expensive.
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 demo has a wide variety
of weapon styles to choose from, all
of which
feel unique based on their range and
speed.
Four - wheel Adaptive Damper System developed specifically for the Type R Advanced Dual Axis Strut Front Suspension system enhances high
speed stability, on - the - limit cornering and steering
feel Revised rear suspension and steering system are retuned for Type R Bespoke brakes and tyres complete a compelling sporting package A number
of advanced new suspension systems,
unique to the new Civic Type R, have been introduced to produce rewarding handling characteristics and to maximise power transfer to the road.
Need for
Speed Shift delivers driving sensations on a par with those
felt behind the wheel
of the cars themselves, and its
unique gameplay features provide players with an unparalleled experience as they embark on a tour
of the world's most legendary circuits.
Free chat, free movies and high
speed wi - fi are not in any way
unique to Alaska Airlines but, because
of how the airline presents itself and reacts to customers, it
feels more
of a genuine enhancement rather than an attempt to give a little back after taking away so much....
- 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 Japan
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath
of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out
of the over 300 devs to work on specific sections
of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care
of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different
speeds and level
of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas
of interest — 100
of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style
of weapon has a
unique set
of animations and
feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
It's also one
of the earliest games to utilize the 3D capabilities
of the 3DS in cool and
unique ways, such as enhancing the
feeling of speed as your kart becomes a glider, allowing you to cruise through the air.
8 classes
of vehicles will be available, each with their own
unique style,
feel and advantages, including the RUSH feature, which players fill by trampling their opponents through death - defying stunts and takedowns, and enabling them to unleash a powerful burst
of speed and boosting.
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.
With so little time in the ring, it's hard to say whether or not this will pan out as a vast and subtle system
of strategy or a game
of glove roulette, but with the little time I had, each small change definitely
felt like it made a difference, and the fighters all play with
unique weights,
speeds, and specials.
In Power Hover, we gawped at giant machinery marching across the desert, and grappled with slippy controls that made the game
feel like no other, yet afforded a
unique, exhilarating sense
of grace and
speed when mastered.