Remove Cutscenes Remove Fighting Remove Game Design
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

In the end the FOMO doesn't really matter (just like real-life) and fortunately the best part of the game is unmissable -- a strong sequence where someone suddenly turns against you. It takes good parts of other good games, and skilled talented people spent lots of time and money on it. You talk but they don't listen.

Indy 130
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The Lost Ark Has Found its Way

Deconstructor of Fun

Lost Ark outshines other MMO games because each element mentioned above is polished to the next level. Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Though, all of these foibles could be found in other games as well. The rough cutscene).

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The three most important qualities in an RPG

Keith Burgun

Here’s a handful of good examples: Final Fantasy VII : you’re part of a terrorist organization that is doing a bombing mission to try and fight back against an evil empire. Setting that up properly is an effort in storytelling, a discipline all its own distinct from game design.

Fantasy 52
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Giving up on the “1P Strategy Game”

Keith Burgun

I think the bigger problem is that this pursuit of the 1P Strategy Game has really hampered my games’ ability to connect with players. Even super “frustrating” games like Dark Souls, are actually, on a very fundamental level, extremely “normal” and arguably even generic.

Games 52
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

In this sense, playing a 75% finished game is more useful than playing a 100% finished game. So this post will focus on my read of the general game design and player experience. You're fighting not only the privatization of public health but also reckless climate engineering! But not really.

Studios 246
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new Quake map: The Close And Holy Darkness

Radiator Blog

Within broader game design culture, the theme also invokes an awkward aspect of cultural appropriation and reduction. Any layout device that can break line of sight to stagger waves / structure a fight can function effectively as a closet. The textures are fine!

Texture 130
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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. Limited regen (e.g.

Fighting 130