Not exact matches
However,
poor design choices make most of the
game's dances feel inaccessible,
with frustrations that far overpower Bounden's brighter moments, making it more likely to start a fight than a friendship.
Just another movie tie - in
with some
poor design choices that will appeal only to very young
gamers.
While the
game has plenty of rough around the edges, including a
poor story, clunky controls, and oftentimes obtuse
design, The Curse of Brotherhood won me over
with its inventive puzzles and well - paced levels.
Of course, the
games themselves have a lot to do
with this as no headset can counteract
poor audio
design and mixing.
Even when you do get in a
game though, the multiplayer aspect of the
game is rather weak,
with poor level
designs and a rather boring feel to the
game.
Sorry, but I don't bother to 100 %
games with poor design.
The control, along
with a small number of other
poor design decisions, takes the
game from being a blast to being an expensive bundle of frustration.
The PSP may be marred by a
poor design decision, but it more than makes up
with this
with a plethora of fantastic
games and I look back on it very fondly.
The
poor design of the
game really brings it down, and even
with such a deep level of customization, it will be hard for anyone who doesn't like Paintballing to get anything out of this.
The
game presented me
with level
design so
poor that developer Comcept knew ahead of time I wouldn't understand what to do.
An obvious disconnect between the platforming mechanics and the level
design,
poor level
design in general and all the frustrating deaths that come
with it, as well as equally frustrating boss fights, all make Mighty Number 9 a
game that's impossible to recommend but also impossible to fully condemn.
This has been discussed before, but the Paradox strategy
games are
designed to turn the player into a viciously expansionist monster, sweeping other religions and cultures into the dustbin of history along
with the bones of ten thousand
poor soldiers.
I like playing the Arkham
games, but I am pretty convinced the combat system is
designed to make players
with poor reflexes (like myself) look like they are some fighting -
game savant.
By today's standards, the clunky controls of
games like Silent Hill 3 or the original Resident Evil would be written off as
poor design, but these
games lost really lost something
with improved combat controls.
The bottom line is that Sticker Star is a generally enjoyable experience filled
with long stretches of utter rage induced by
poor game design.
Well, as I mentioned, Sunshine had more problems than its story trimmings — being a direct rehash of 64, a not so great gimmick
with the FLUDD, the nigh - impossible method of finding all 120 stars, the
poor level
design, the «sameness» of the entire
game (being placed on a tropical island) and so on.
Running many smartphone -
designed apps — possible
with the exception of
games — on a 10 - inch tablet is a frustrating,
poor experience.
HTC's prowess when it comes to
design, build quality, software, and audio experience are well known, but one of the reasons for the company's
poor run in the flagship
game in recent years has had to do
with the camera.