linear gameplay造句
例句与造句
- Niko Sylvester of " The Electric Playground " criticized the game's linear gameplay and its controls, as well as the Kate character, " who tells you exactly what you need to do, even if she's chained to the wall in a dungeon three floors below you.
- Laura MacDonald of Adventure Gamers gave the game a mixed review ( 4 out of 5 stars ), complimenting the graphics, cinematics and animation but felt the " non-linear gameplay can leave a player lost if they don t play a sustained game; though the story is well done, could have been more developed ".
- GameChronicles, however, gave a generally positive review, praising the story, music, graphics, atmosphere, and voice acting, although noting the short length, simplistic combat, and linear gameplay as its shortcomings, but that they don't " . . . take away from the chills and thrills that await anyone who decides to play . . ."
- Doing away with the first title's linear gameplay, " Spider-Man 2 " features open-ended structure ( a faddish, but effective way of building a game similar to the " Grand Theft Auto " games ), allowing would-be webheads the chance to adventure at their own pace, swinging through Manhattan or taking on missions originating from various city locations.
- Ocean had previously released a game on multiple consoles under the shorter name of " Mr . Nutz ", featuring the same titular character but with different, slower and more linear gameplay, unrelated levels and enemies, another story, and the absence of an overworld map to select the levels, with only a linear mini-map to follow the course of action instead.
- It's difficult to find linear gameplay in a sentence. 用linear gameplay造句挺难的
- Kotaku's John Jackson praised the game for its ethereal dream-like setting and its non-linear gameplay mechanic, stating, " Out of every game about dreams, this is the one that probably comes closest to actually resembling one . " He goes on to argue the game's limitations and vast, undefinable architecture forces the player to question their surroundings and the significance of the smallest actions and events that confront them.
- Jonathan Maddock of " Amiga Computing " also disliked the game's graphics and system requirements, but praised the game as " an entirely new gaming experience " . " Amiga Format " s Dale Bradford noted that " just wandering around, exploring and discovering how long you can stay alive is enjoyable, thanks to the non-linear gameplay ", and to the " care and thought " that went into the game.
- Conversely, " Entertainment Weekly " called " The Force Unleashed " the second worst game of 2008 and GameTrailers called it the most disappointing game that year; it was also a nominee for GameSpot's Most Disappointing Game recognition . " Official Xbox Magazine " cited the game's linear gameplay and lack of multiplayer as reasons the game falls short of being " an all-engrossing " Star Wars " experience ".
- Chris Carter from Destructoid criticized its gunplay, calling it " well-built but standard ", lack of gameplay, which he stating : " Where The Order ceases to be great is the self-indulgent camera angles and need to focus so much on turning the game into a walking simulator . " He also criticized the linear gameplay, predictable narrative, forgettable characters, disappointing boss fight, short length, as well as the lack of replay value and any types of multiplayer.
- "Rondo of Blood " incorporates elements from the earlier " Castlevania " games which typically featured linear gameplay and a member of the Belmont clan as the protagonist, and the later entries which emphasized untimed exploration of the environment . " Rondo of Blood " makes use of untimed stages with a clear beginning, but more than one ending to some levels; this then affects the subsequent environment, monsters, and boss monster that the player character encounters at the end of the level . " Rondo of Blood " also features the Item Crash ability reused in subsequent " Castlevania " titles, which allows a sub-weapon to be used in a super attack.
- And the characters all have huge eyes and no mouths, " but adding that it " still manages to be fun, maybe even just because it's so different than most of the dark, dreary and serious RPGs that find their ways to our favorite platform . " Similarly, GameSpot found that the game would be difficult for consumers accustomed to western role-playing video games to get into, remarking that " Grandia II's linear gameplay, " young adult " sensibility, and anime artwork aren't likely to impress someone looking for another Baldur's Gate II . Still, Grandia II can be fun if you're used to Japanese RPGs to begin with or if you approach it with an open mind ."
- The reviewer Monty Haul stated that it " truly redefines the standards for fantasy adventure games, " proclaiming that " one-dimensional characters, needless hack'em combat, and linear gameplay will be things of the past if other RPGs learn a lesson or two from this cart, " concluding that it " is one small step for Square Soft, and one giant leap for SNES role-playing games . " In the November 1993 issue of " Ultima " where enough " adventuring " makes it possible to " trash " enemies " with ease . " He praised the " great " music, preferring it over " Zelda ", stating what it " lacks in graphics, it more than makes up for in sound . " He praised the story in particular, noting that, in a departure from other RPGs where the party always " sticks together through thick and thin, " the characters have their own motives for joining and leaving the group, with one that " even betrays " them.
- While in the original " Romancing SaGa ", scenarios were changed according to dialogue choices during conversations, " Romancing SaGa 2 " further expanded the open-endedness by having unique storylines for each character that can change depending on the player's actions, including who is chosen, what is said in conversation, what events have occurred, and who is present in the party . " Romancing SaGa 3 " featured a storyline that could be told differently from the perspectives of up to eight different characters and introduced a level-scaling system where the enemies get stronger as the characters do, a mechanic that was later used in " Final Fantasy VIII ", " The Elder Scrolls IV : Oblivion ", " Silverfall ", " Dragon Age : Origins ", " Fallout 3 ", and " The Elder Scrolls V : Skyrim " . " SaGa Frontier " further expanded on the non-linear gameplay of its " Romancing SaGa " predecessors, with a setting that spans multiple planets and an overarching plot that becomes apparent after playing through each of the different characters'quests that tie together at certain places.
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