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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. Co-founded by Adrian Olczyk and Karolina Pytka, the fully remote studio has been crafting unique multiplayer puzzle experiences since its inception in 2020.
To put you on the right track, we’ve taken a deep dive into four games that have delivered innovative storytelling in four subgenres: Merge Puzzle from the Casual category, and MMORPG, Action RPG, and 4X Strategy from the Mid-core category. Goddess of Victory: NIKKE features high-quality anime cutscenes.
Introduction I remember as a young product manager, working on major releases at Disney and Rovio how excited I was for the cutscenes. After release I was responsible for analyzing churn and sharing the results with the team: the cutscenes were driving users out of the game. The team poured their hearts into the work.
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.
Each has a puzzle you have to solve, and the puzzles all use different abilities and parts of the engine. Each time you find a “Geoglyph," you watch a cutscene which shows a sliver of what happened to Zelda. Problem #3: Key Character Cutscenes Are Too Similar The story of Z:TotK is a mixed bag for me.
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.
The side quests and smaller interactions in the game are good, those cutscenes are great. And the Queen’s Blood puzzles are extremely well designed. This explains the otherwise confusing use of the title “Remake” for a game that… isn’t(?) actually a remake? But still, it’s super fun. PRO : Barret.
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!
With a knack for puzzle, arcade, and simulation games. They had a specific take on the metagame, focusing on underserved male puzzle players, and built their visual style towards that goal instead of increasing production complexity. The former is still trying to find its feet while the latter has achieved a moderate level of success.
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. NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e.
This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. So technically, it may be more like a “bad puzzle”, but in any case it shares a lot in common with secrets. It also is kind of hard to do, practically, in tabletop games (although it is possible !).
Indeed, one of the main starting points for the design was that it wouldn’t be a puzzle, standing in contrast to the highly puzzle-like nature of Advance Wars. I think the bigger problem is that this pursuit of the 1P Strategy Game has really hampered my games’ ability to connect with players.
But it's just pretty standard puzzle-solving and troll-dodging. You can’t put the nuance of human relationships in gameplay, and telling story through cutscenes kind of sucks. When you want to get to the puzzle-solvy and the zappy-zappy, there's no time for idle chit chat. The sons go on an adventure.
It skips from action to pvp games to puzzles to boss fights with blinding speed. It's really sharp and well-observed, and it isn't a cutscene. All killer, no filler. The Gameplay and Graphics of It Takes Two All excellent. This is a really fun game. The gameplay is infinitely varied. It's great writing. Very well done.
Highly narrative, intricate puzzles, and immersive storytelling. Breadcrumbs, dialogue trees, cutscenes, progression paths. Stuff that in many ways was quite a bit fancier than what WoW eventually did. This, in fact, was what my signature design style was. It would take a looong time before any MMORPG had anything comparable.
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