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VR Storytelling in Games

Played with Fire

2⃣ Mechanics Over Story in VR Games VR game design prioritizes motion controls, physics, and realism , often at the expense of narrative. Unlike traditional games, where cutscenes or dialogue drive the story, VR relies more on player interaction , making storytelling a challenge.

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Temporal tricks and narrative turns in Kaleidoscube’s time-bending adventure Recur

PreMortem.Games

Now, the idea of manipulating time is nothing new in a video game and German indie developer Kaleidoscube freely admits they were inspired by a couple of modern-day classics. “We We had the initial idea for Recur already in 2018, after playing the then recently released Inside,” says Managing Director & Game Designer Dominik Schön. “We

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Compulsion Games boss tells Brazilian devs to bake discoverability into the bedrock of their games

Game Developer

" Related: PlayStation platformer Astro Bot dominates 2025 BAFTA Games Awards "To give you a concrete example, for some of our [ South of Midnight ] trailers we built the narrative of a cutscene knowing it was going to be a part of the trailer as a result of our understanding of how we were going to market the game as we were building it.

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Anima Flux is a co-op Metroidvania with a retro-futuristic visual flair

PreMortem.Games

Anima Flux , the latest game by studio Anima Flux, is exploring new territories in gaming. According to Andrey Songraf, Game Designer and Product Owner, this makes them pioneers of sorts. The game employs hand-drawn animated cutscenes to enhance its narrative, providing players with a detailed, dark world.

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Squad 51 vs. the Flying Saucers is a tribute to sci-fi movies of the ’50s

PreMortem.Games

“From the moment I got the idea of making it like an old movie I called the people from Fehorama Filmes to work on the live action cutscenes”, says Rosa. The initial idea was for them to just work on the cutscenes, but they ended up executive producing the whole project.” They had the know-how as producers, so they stepped in.

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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into game design.

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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 To ensure authenticity, we referenced American dramas, cartoons, and games from that era when designing everything from the characters’ clothing to office props.”