Game Design
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MMO Week in Review: EverQuest’s legacy, Camelot out of chains
This week's MMO news includes Daybreak's announcement of EverQuest Legacy, a spinoff of the classic game, and the surprise early access launch of Camelot Unchained after eight years in beta. Several other MMOs received updates, including V Rising, New World, and EverQuest II, while Epic Games faced significant layoffs due to overspending and a slump in Fortnite's performance.
Saros’s Shorter Runs Help With Pacing, Story Beats and Readying for “Another Run,” per Housemarque
Housemarque's upcoming game Saros features shorter run times compared to Returnal, allowing for better pacing of story beats and player decompression. Lead game designer Abebe Tinari and narrative designer Khalil Osaimi explain how this structure helps players mentally prepare for subsequent runs and integrate narrative elements more effectively. The game is set to release on April 30th exclusively for PlayStation 5.
Star Wars Zero Company director has 'an axe to grind' with turn-based tactics, says fans don't have to settle for no story, crummy graphics, and clunky controls: 'Depth doesn't cost you elegance'
Greg Foertsch, creative director for Star Wars: Zero Company, believes turn-based tactics games should not compromise on story, graphics, or controls. He argues that depth in strategy games does not necessitate sacrificing visual fidelity or narrative immersion, challenging the notion that fans must settle for less.
Marathon (2026) Review
Marathon is a compelling extraction shooter with exceptional gunplay and a satisfying gameplay loop, despite its punishing nature. Developed by Bungie, the game offers diverse player classes and engaging contracts across three distinct maps, culminating in challenging endgame content. The narrative explores themes of unchecked capitalism and artificial intelligence, complemented by a strong aesthetic and electronic score.
I am obsessed with these deep dives into how Overwatch cultivates its incredible sound design for each hero
This article delves into the intricate sound design of Blizzard Entertainment's Overwatch, highlighting how audio cues and character-specific sounds enhance gameplay immersion and communication. It features insights from senior sound designers Nicholas Yochum and Felipe Pereira, discussing their creative processes for characters like Juno and the importance of balancing offensive and supportive audio elements.
Saros aims for bite-sized 30-minute runs, and the cool-off makes you "ready for another", its game designer…
Saros, a spiritual successor to Returnal, aims for shorter, 30-minute runs with permanent progression systems and more narrative integration. Developed by Housemarque, the PlayStation 5 title features lead game designer Abebe Tinari and narrative designer Khalil Osaimi, who discuss how the game evolves the bullet-hell roguelike formula with new mechanics and a cinematic approach.
Nintendo has fixed a new batch of Switch 1 games on Switch 2 for backwards compatibility
HAL Laboratory, the developer of Kirby's Return to Dream Land Deluxe, has explained the reasoning behind the updated design for the character King Dedede in the game. The studio detailed the specific changes made to the character's appearance.
Feature: No Love For Simisage? - The 47 Pokémon That Didn't Get A Single Vote In Our Polls
A poll conducted by Nintendo Life revealed 47 Pokémon that received zero votes from participants. The article highlights these 'unloved' Pokémon, discussing potential reasons for their lack of popularity, including design, middle evolution status, and comparison to more popular counterparts. The staff also shared their personal opinions on why these Pokémon might have been overlooked.
10 svenska drömspel – Astrid, Palme och Bert K.
This article presents ten hypothetical game concepts inspired by Swedish culture, history, and figures. The ideas range from crime investigations and fantasy adventures to historical warfare and business simulations, with developers like Machine Games and Dennaton Games suggested for some concepts.
God of War's pale hero Kratos is covered in ash because a lead dev saw unfinished concept art on white paper and…
The distinctive ash-covered appearance of Kratos in the God of War series originated from early concept art. Lead environment artist Stig Asmussen revealed that the initial designs were drawn on white paper, leading to the iconic pale, ash-covered look that became a permanent fixture.
The Sunday Papers
This article presents a surreal, dreamlike narrative weaving together various gaming news and opinion pieces. It touches on interviews with actors from Life is Strange: True Colors, a personal reflection on the weapon choice in Marathon, and commentary on Crimson Desert's ambitious design. It also briefly mentions OpenAI's Sora video generation technology and its financial struggles.
4 ways Animal Crossing can learn from Pokemon Pokopia for its next game
The article suggests that the recently released Pokemon Pokopia for the Nintendo Switch offers valuable lessons for the Animal Crossing series. It highlights Pokemon Pokopia's polished design and thoughtful execution as areas where Animal Crossing: New Horizons could improve, particularly addressing some of its perceived problems.
The Player Who Can’t Level Up – Beta Sign Up | Alpha Beta Gamer
The Player Who Can't Level Up is an action roguelite based on a web novel and webtoon, featuring a protagonist permanently stuck at Level 1 who compensates with an Ego Shard perk system. Developed in Unreal Engine 5, the game offers fast-paced combat, multi-phase boss fights, and a roguelite structure with new shard combinations and secrets revealed each playthrough. Beta sign-ups are currently available.
Deus Ex: Invisible War's audio director says 'there was room for improvement,' but remains proud of the…
Alexander Brandon, audio director for Deus Ex: Invisible War, expressed that while there was room for improvement, he remains proud of the game's soundtrack and overall content. He highlighted the main theme and the thematic expression in the music, despite acknowledging the game's divisive reception and simpler systems compared to its predecessor.
Workshop Simulator VR - Deep Dive Review - The AmigaGuru Gamer Blog
Workshop Simulator VR offers a surprisingly engaging and relaxing experience despite initial concerns about presentation and potential AI-generated content. The game successfully evokes nostalgic feelings of hands-on repair work, enhanced by the immersive nature of VR. While graphical and audio elements are considered below par, the core gameplay loop of dismantling, cleaning, and repainting objects proves addictive and rewarding, especially when played with friends.
EverQuest Legends details monetization, class switching, races, zones, and more in new FAQ
EverQuest Legends will launch in July with a subscription model separate from existing services, alongside a cash shop for cosmetic and utility items. The game will feature selectable difficulty settings for zones, housing at launch, and a multiclassing system allowing players to switch primary and secondary classes. Beta testing is expected in April, with the Kunark expansion already in development.
Saros’s Eclipse is “Always Looming,” Corrupted Bullets Serve as An “Escalation,” Says Housemarque
Housemarque developers discuss the 'Eclipse' mechanic in their upcoming game Saros, describing it as a constantly looming threat that escalates gameplay difficulty. Senior narrative designer Khalil Osaimi highlights its narrative significance, while lead game designer Abebe Tinari explains how corrupted bullets were implemented as a key escalation feature. The Eclipse shifts biomes visually and audibly, introduces new enemy behaviors, and offers greater rewards despite increased challenges.
Crimson Desert Brought Back My Skyrim Obsession
Crimson Desert evokes a similar sense of joyous discovery and player investment as The Elder Scrolls V: Skyrim, despite its own set of flaws. The article highlights how both open-world games excel at drawing players into their environments with compelling exploration, side content, and atmospheric sound design, even when gameplay mechanics are imperfect.
Saros Includes Multiple Save Slots and the Option to Suspend a Run
Housemarque is implementing multiple save slots and the ability to suspend runs in their upcoming game Saros, aiming for a more accessible experience than Returnal. Creative director Gregory Louden stated the goal is to allow more players to enjoy the game by offering adjustable difficulty options without diluting the challenge. Associate design director Mitja Roskaric highlighted the 30-minute session length and the importance of players learning from each run, even with persistent upgrades and a 'Second Chance' revive mechanic.
Replaced – Everything You Need to Know
Replaced is a 2.5D dystopian action platformer from Sad Cat Studios, set to launch on April 14th for Xbox Series X/S and PC, also available on Game Pass. The game features a unique pixel art style, cinematic platforming, and a Free Flow combat system inspired by the Batman: Arkham series. It explores themes of artificial intelligence and humanity in an alternative 1980s timeline, with an average playthrough length of eight hours.