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Brothers: A Tale of Two Sons | Why I Love

GamesIndustry.biz

For those who might not remember this boss fight: to defeat this mind-reading enemy, who could predict all your movements, you had to physically disconnect your controller and plug it into the Player 2 slot controller, so that Psycho Mantis could not read your mind anymore, allowing you to finally defeat him. Read more

Cutscenes 101
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

You're fighting not only the privatization of public health but also reckless climate engineering! Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. Three safehouse skulls + main quest macguffin = boss fight. But not really.

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Understanding the Great Video Game Recession. Or Not.

The Bottom Feeder

There are now so, so many of those cutscene-only video game apps called streaming services. There is just too much entertainment out there fighting for too little free time. Every year, there are fewer parachutes and more people fighting for them. And there's more competition. But I digress.) Another image I use a LOT.

Indy 103
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Ask a Game Dev - Untitled Article

Ask a Game Dev

This is one of those situations where simply putting it into a cutscene would easily cause a separation of the player from Kratos - it’s a reminder to the player that Kratos is someone who would have to do such a horrible thing, which serves as a bit of a shock. When you’re sitting down to write and design your story, you must remember this.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective. The rough cutscene). The grand scene).

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new Quake map: The Close And Holy Darkness

Radiator Blog

If you want to do anything more technically advanced than static monster placement in vanilla Quake, you basically have two options: (1) build a "monster closet" and open the door to start a fight, (2) build an inaccessible room filled with inactive teleporters, and trigger the teleporters to spawn-in monsters.

Texture 52
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Deathloop deconstruction / design thoughts

Radiator Blog

This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. Bot invaders often don't interrupt a boss fight. Limited regen (e.g.