Game Design
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I'm convinced the greatest horror game of all time is a lonely nightmare from 2003, and that's why I can't stop playing the Fatal Frame 2: Crimson Butterfly remake
The remake of Fatal Frame 2: Crimson Butterfly, originally released in 2003, offers a deeply atmospheric and melancholic horror experience. Despite some repetitive scares and an occasionally frustrating combat mechanic where enemies regenerate health, the game's intoxicating gothic mood and focus on fragility make it a standout. The narrative follows twins Mio and Mayu in the cursed Minakami Village, with Mio using the Camera Obscura to find her missing sister and fend off wraiths.
Ghost of Yotei dev says cutting features from games is "really important," so Sucker Punch had weekly meetings where "people would clap" every time something got deleted
Sucker Punch Productions' co-creative director Jason Connell discussed the importance of cutting features during game development for Ghost of Yotei. He explained that the studio fosters a positive environment around feature removal, even celebrating it, to ensure the game remains focused and efficient, especially given their leaner team size.
I've been playing this Resident Evil board game for years, but I didn't know how much it had taught me until I…
The author reflects on how playing the Resident Evil: The Board Game has taught them the strategic nuances of traditional survival horror, contrasting it with the more action-oriented video game installments. This tabletop experience, particularly with the Steamforged Games adaptation, emphasized careful planning, resource management, and calculated risks, skills that proved beneficial when later playing Resident Evil Requiem on PlayStation 5.
Elemental: Reforged, a Remastered 4X Strategy RPG from Stardock Launches Today
Stardock Entertainment has released Elemental: Reforged, a remastered 4X Strategy RPG combining elements from the original Elemental trilogy. The game features a new 64-bit engine, updated visuals, a dynasty system, deep crafting, hundreds of new quests, and mod support via Steam Workshop. It is available now on Steam and direct from Stardock with a launch discount.
Designing the High On Life 2 Skate Deck: Blending Alien Energy with Skate Culture
Squanch Games is celebrating the design of a custom skateboard deck for High On Life 2, blending alien aesthetics with skate culture. The company is also holding a limited-time sweepstakes for fans in the United States to win one of these decks. High On Life 2 is currently available on Xbox Series X|S, Xbox on PC, and via Game Pass Ultimate.
Death Stranding 2: On the Beach Details New Features Coming to the PC Version | Console Creatures
Kojima Productions has detailed new features for Death Stranding 2: On the Beach's PC release, which will also be available on PlayStation 5 via a free update. The PC version will include new difficulty options, a VR training area, enhanced graphical settings like DLSS and FSR, support for super-ultrawide monitors, and full DualSense controller functionality.
Going Medieval stole my heart with a large, cursed hole
Going Medieval, a Middle Ages-themed colony simulation, has left early access after five years, evolving into a complex game reminiscent of Dwarf Fortress. The article details the author's experiences managing a colony, focusing on the challenges of digging a large cellar, dealing with character quirks like Redmund's obsession with recovery, and surviving events such as rat invasions and groundwater flooding. Despite numerous setbacks and the creation of a 'cursed hole,' the author found the experience engaging and plans to build a cathedral with crypts next.
Call of Duty 4 Nostalgia Hits Different: Simple Tweet Goes Viral
A simple tweet about Call of Duty 4: Modern Warfare went viral, highlighting the enduring nostalgia and impact of the 2007 first-person shooter. The article discusses how the game's tight campaign, addictive multiplayer, and balanced mechanics set a standard that many modern games have failed to replicate, emphasizing a desire for the authenticity and core gameplay focus of older titles.
Thomas Mahler Wants 'No Rest for the Wicked' to Become a “Forever Game” - Moon Studios Has a Vision
Moon Studios CEO Thomas Mahler envisions No Rest for the Wicked as a "forever game," a long-term platform that will continuously grow with new systems and modes beyond its initial release. The studio is leveraging its Early Access period on PC to refine the action RPG based on player feedback, with plans to incorporate elements like roguelike modes, survival mechanics, and farming systems.
Pragmata's director appreciates all the comments likening it to an Xbox 360 game of old: 'I'm someone who's got a lot of happy experiences and memories from that generation'
Pragmata director Cho Yonghee expressed pleasure that the game is being compared to classic Xbox 360 and PlayStation 4 titles, seeing it as a positive reflection of the generation's unique games. Producer Naoto Oyama discussed the iterative design process, emphasizing the team's goal of creating a cohesive and satisfying gameplay experience.
Far Cry's name is very ironic, if you're an armchair etymologist
This article explores the etymology of the word 'explore' and its ironic connection to the Far Cry video game series. It delves into how the original meaning of 'crying out' can be reinterpreted in the context of player actions in open-world games, suggesting that player input and presence can be seen as a form of vocalization within the game world.
"We were never going to make Mass Effect": Skyrim and Fallout artist says when it came to Starfield, the…
Bethesda's lead artist Istvan Pely stated that Starfield was designed to explore a realistic section of the galaxy, differentiating it from BioWare's Mass Effect series. He explained that the focus was on the vastness of space and improving systems to deliver content to players, rather than creating numerous fully realized planets.
Pragmata's devs urge players to test out the demo beforehand to figure out whether controller or mouse and keyboard is best for them: 'There are some people who find keyboard and mouse too tricky'
Capcom's Pragmata director Cho Yonghee encourages players to test the game's demo to determine their preferred control scheme, noting that both controller and keyboard/mouse have been optimized. The game features a hacking mechanic that is particularly well-suited for controller input, offering a faster and more intuitive experience compared to mouse and keyboard.
Todd Howard Talks Elder Scrolls 6 Progress, Starfield's PS5 Port, and Bethesda's Future – IGN Interview - IGN
Bethesda studio head Todd Howard discussed the ongoing development of The Elder Scrolls 6 and updates for Starfield. He touched on the challenges of announcing games early, the evolution of Bethesda's Creation Engine, and the company's relationship with Xbox leadership. Howard also addressed the potential for a PlayStation 5 port of Starfield and the importance of balancing player feedback with creative vision.
How to build a Great Hall in Going Medieval (and why your settlers want one)
This guide details how to construct a Great Hall in Going Medieval, a room that provides settlers with a mood bonus. Key requirements include an enclosed space of at least 50 tiles, specific furniture like a medium or large table with six seats, eight wall decorations, and four torches for lighting. Meeting these criteria ensures the room is recognized as a Great Hall, improving settler morale during meals.
Nvidia's DLSS 5 is a Slap in the Face to the Art of Video Game Design - IGN
Nvidia's new AI graphics technology, DLSS 5, is criticized for its potential negative impact on video game art design, with concerns that it replaces human artistic intent with AI-generated enhancements. The author argues that the technology smooths over character details and alters lighting in ways that detract from the original artistic vision, citing examples from Resident Evil Village and Hogwarts Legacy. While optional for now, there is fear that studios may rely on AI to cut corners on art direction in the future.
Thoughts on Being a First-Time Game Design Consultant
An individual shares their experience as a first-time game design consultant for Honor Games on their debut shooter, Charge!. The article details the challenges of observing the development cycle, the importance of defining core gameplay loops, and the impact of a volunteer-based team structure.
Forza Horizon 6 Brings Back Horizon 4’s Sweeping Seasonal Changes | IGN First - IGN
Forza Horizon 6 will reintroduce dramatic seasonal changes, similar to Forza Horizon 4, significantly impacting the Japanese landscape and gameplay. Art director Don Arceta and production director Mike Bennett discuss how the team learned from previous titles to create distinct and authentic seasonal experiences, including nuanced winter conditions and the integration of Japanese cultural elements and festivals.
"The Best Version Ever Made": Our Exclusive Sit-Down with OOTP 27’s Director Richard Grisham
Richard Grisham, Director of Business Development at Com2uS USA, discusses Out of the Park Baseball 27, calling it the best version ever made. He highlights the game's focus on fan delight, new player accessibility through guided modes and tutorials, and the importance of community feedback in development. Grisham also touches on the inclusion of the World Baseball Classic, advanced stats, graphical upgrades, new difficulty settings, UI improvements, and changes to the Perfect Team mode.
Final Fantasy: Turn-Based Strategies in a Real-Time Battle
This article discusses the evolution of combat systems in the Final Fantasy franchise, contrasting turn-based strategies with real-time battle mechanics. It argues that real-time combat is more realistic as enemies do not wait for players to strategize. The piece then transitions into a Christian devotional, relating life's challenges to battles and encouraging trust in God for guidance.