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Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. The game is designed so that players are often separated, holding different pieces of the puzzle, and must rely on each other entirely.
There's a Portal-like moment where you escape the puzzle. 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. Pro-tip: play with a gamepad.) PS to Half Mermaid: thanks for the beefcake.
I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.
Astronomical observatory simulator, manipulating telescope POV, rotating planets on lens display like dioramas or puzzle boxes, relaxing, immersive 360 experience in space, UX pillars: precision, real-time, comfortable distances, avoiding locomotion sickness. A reliable system of interaction for puzzle mechanics. Not necessarily!
none of Dishonored's morality system and I think this is good, the "stealth puzzle = humane cage free assassination" philosophy has aged poorly imo 69% less stealth. I know it's easy for armchair indies like me to complain about pulling punches. TUTORIAL The tutorial happens across 3 in-game loops.
It skips from action to pvp games to puzzles to boss fights with blinding speed. If you've played a decent indie game in the last five year, It Takes Two probably has you play a superior version of that game for 10 minutes. It's really sharp and well-observed, and it isn't a cutscene. This is a really fun game. Very well done.
But it's just pretty standard puzzle-solving and troll-dodging. There was a depressing and largely forgotten 2013 indie game called The Novelist, about a depressing husband, wife, and child. You can’t put the nuance of human relationships in gameplay, and telling story through cutscenes kind of sucks.
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