article thumbnail

Aerial_Knight’s We Never Yield developer Neil Jones “I’m proud of the story and design”

PreMortem.Games

“I shared the concept with them early on, and they were fully on board, which boosted my excitement. “They handled functionality, building everything off the first game, letting me focus on creative aspects like story, cutscenes, music, voiceovers, and art,” he notes. .

article thumbnail

Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

” Once a concept is chosen, it goes through a prototyping phase where function takes priority over form. “We also took it a step further, every cutscene in Parallel Experiment is presented as a beautifully illustrated comic book page, with nearly 100 pages created to tell the story.”

Puzzle 138
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Design review of Redfall by Arkane Studios Austin

Radiator Blog

Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something. But not really.

Studios 246
article thumbnail

Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To The concept for Unstoppable, where office workers are infected by a mysterious gas, followed after discussions with Lead Game Designer Cho Si-wook. “We

Indy 104
article thumbnail

new Quake map: The Close And Holy Darkness

Radiator Blog

The massing was inspired by this "Forgotten Temple" concept art by Jonas Ellermann (above). The monster closet approach is less work, Though in the late 1990s, gamers started deriding Doom's monster closets as unrealistic and "un-immersive", reaching a fever pitch when Doom 3 had the audacity to pair monster closets with cutscenes.

Texture 130
article thumbnail

Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. A high concept with a high execution. You talk but they don't listen. Maybe you'll just stop talking to them altogether?

Indy 130
article thumbnail

Hideo Kojima: Influential and Innovative Video Game Director and Writer

Game Designing

The first product of this independence was 2019s Death Stranding , which departed heavily from the conventions of the Metal Gear Solid series and explored innovative new gameplay concepts in a new setting. Despite the bold new direction, the game was generally well-received by critics and gamers.