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What Are Things That MAKE or BREAK Games For You
And you can separate by genres and consoles and whatever.
UI design. Unintuitive interfaces are a turn off. Online lobbies, particularly a party system of some sort. Options, even if I rarely use them. I just like knowing they're there. Some level of customization, just show me effort. Separate BGM and SFX sliders. Seriously MW2? Split-Screen, System-Link ready for certain multiplayer. Replay. Presentation. Go. |
In terms of make, some variety of license from something I love will probably make me buy the game despite shitty reviews (see: Lost Via Domus, 24 The Game) strictly because I'm a slobbering mark for those shows. I dare say I'd have wound up buying The Sopranos game had I really been 'into it' when it was released.
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I tend to try a demo or wait till a friend or someone buys a game so i can see if its worth anything
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Replay value and music
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Ability to control the game's camera when needed or the camera doesn't become an obstacle to the gameplay.
Length of the single-player story/campaign mode since I hate it when it feels too short or no effort was put into it when a company focused on the multi-player too much. Co-Op I would count as being part of the story/single-player mode. |
so....Joke topic?
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Fallen Angel
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Bad Camera.
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Big boucing cartoon sized tits in fighting games really do the trick for me.
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A collection of mini-games is required.
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online play being flooded with 12 year olds
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If I can't get the hang of the controls within 5 minutes I'll give up and never play it again.
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Game length.
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If the game does not grasp my interest within the 1st 10 minutes i'm done
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