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Sequelitis - YouTube
Egoraptor analyses the intricacies of video games and their sequels, and also hopefully makes you bust a gut laughing.
Arin Hanson’s short but brilliant series on design evolution in game sequels. His insights are valuable and delivered entertainingly - in particular, he provides the definitive examination of the finely-crafted opening level of Mega Man X.
Capsule Review: Fahrenheit
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0 CommentsOn Dark Souls and Easy Modes
I. One time I was hanging out with a friend while she was streaming Dark Souls. She was in Sen’s Fortress, and there were these weird boulders rolling around the level. When she got outside, …
Cameron Kunzelman points out the strange assumptions inherent in the discussion around whether Dark Souls should have an Easy Mode and explains why the common objections seem to lack merit. There’s some good discussion in the comments as well.
Gamasutra - Postmortem: Indigo Prophecy
Published in edited form in the June/July issue of sister magazine Game Developer, Gamasutra is proud to present the full, extended postmortem for Quantic Dream's fascinating console title Indigo Prophecy / Fahrenheit, as described by creator David Cage.
Probably my favorite postmortem, this look back at 2005’s Indigo Prophecy has a lot of valuable insights. The one that’s stuck with me the most is that when writing a story, you can make the audience believe anything - but only once. An impossible premise is not a problem, but adding more impossibilities later is likely to backfire.