Remove Cutscenes Remove Indy Remove Puzzle
article thumbnail

Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

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.

Puzzle 138
article thumbnail

Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

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.

Indy 130
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

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.

article thumbnail

“Put that planet to the left!”

Played with Fire

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!

UX 52
article thumbnail

Deathloop deconstruction / design thoughts

Radiator Blog

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.

Fighting 130
article thumbnail

It Takes Two (Of the Worst People In the World)

The Bottom Feeder

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.

Art 52
article thumbnail

Can We Even Put Human Stories in Video Games Anyway?

The Bottom Feeder

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.

Art 52