Remove Cutscenes Remove Fighting Remove Game Designer
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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.

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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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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!

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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.

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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

So author Reki Kawahara drew on his familiarity with the games of the day and their systems to create what he thought would be a super-cool virtual reality game. Once consumer VR hit in 2015, we discovered a lot about VR game design. Cutscenes in an MMO? Sword Skills. Worse, it can cause VR sickness.

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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.

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Why I’m bailing on Yakuza: Like a Dragon

Keith Burgun

This might have some very light spoilers, but… honestly, one of my main criticisms is that there isn’t much to spoil in this game, at least not in the 27 or so hours that I played. The opening cutscene literally made me cry. I mean, you spend a LOT of time fighting in this game.

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