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Game Design

Ongoing coverage on Game Design.

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GamespotVery positive

Duskfade Makes Boss Fights Feel Poignant

Duskfade, an action-platformer with PS3-era sensibilities, uses its story and boss fights to explore themes of loss and grief. While its combat and character designs are derivative, the game's narrative, particularly its use of boss encounters as manifestations of the protagonist's sister's emotions, delivers impactful and poignant moments. The article highlights how the game's simple yet effective storytelling can convey complex emotional subjects with care.

Massively OverpoweredPositive

Interview: Elder Scrolls Online on Update 51’s experimental features and shaking up the MMO’s formula

ZeniMax Online Studios developers Nick Giacomini, Jason Barnes, and Michael Zenke discuss the experimental features in The Elder Scrolls Online's upcoming Update 51, including the Nowhere Vault, the Rumors system, and the High Seas of Tamriel event. They emphasize a desire to innovate and evolve the MMORPG formula to keep players engaged.

Retro GamerNeutral

I fumbled my Blood of Dawnwalker playthrough by losing one ally and accidentally sending another to hell

This article details a player's third week in The Blood of Dawnwalker, focusing on their progress in the main story and the consequences of their choices. The player discusses losing allies, making difficult decisions regarding vampirism and character development, and facing challenging boss fights, all while adhering to a no-reload rule.

Shack NewsPositive

World of Warcraft: Forever teases 'increased weather effects' in upcoming beta update

Blizzard Entertainment has teased upcoming weather effects for World of Warcraft: Forever, with a new patch set to increase the intensity of rain and fog in certain zones. Lead Game Designer Tim Jones emphasized the game's focus on the journey and the world as the main character, aligning with player requests for more dynamic environmental effects.

Massively OverpoweredPositive

World of Warcraft Forever shows off the Legacy system

World of Warcraft Forever is highlighting its 'Legacy system,' which allows players to earn points by completing challenges to adjust gameplay experiences, such as improving rested experience gain or increasing tradeskill point acquisition. While not requiring alternate characters to max out the system, using alts can accelerate progress and offer unique benefits. The game also released a video to further explain its identity.

Retro GamerPositive

Horror game hiding is my personal nightmare, but Silent Hill Townfall's CRTV vision gives me just enough confidence…

The author, who typically dislikes horror games with hiding mechanics, finds Silent Hill: Townfall's CRTV device offers a compelling twist on the genre. This unique tool provides enemy proximity alerts and visual cues, mitigating the fear of being caught off guard and making the game's tense stealth sequences more manageable and engaging.

Invision CommunityPositive

essential sim racing pedals for beginners: key features | Invision Game Community

This guide helps beginners choose sim racing pedals by explaining key features like load cell brakes, potentiometer, and hydraulic systems. It emphasizes the importance of build quality, mounting solutions, and proper calibration for consistent lap times and improved braking control. The article advises prioritizing pedal feel and reliability over aesthetics for a better sim racing experience.

The Xbox HubPositive

Does Narrative Payoff: Memorable Play Beyond Progress Bars

This article discusses the distinction between progress feedback and narrative payoff in video games, arguing that meaningful narrative engagement stems from revelations, altered relationships, and consequences rather than just completion bars. It highlights how narrative context can enhance player experience and engagement, using Detroit: Become Human as an example of consequential choice. The piece also touches on the role of progression systems in supporting dramatic purpose and the value of replayability.

Gaming BoltPositive

Final Fantasy 7 Revelation Players Will Need Multiple Playthroughs to Experience Everything

Naoki Hamaguchi, director of Final Fantasy 7 Revelation, stated that players will need multiple playthroughs to experience all the game has to offer, including branching narrative paths and side quests. He indicated that a single playthrough could easily exceed 100 hours, surpassing Final Fantasy 7 Rebirth in scope. The game will feature a linear opening followed by an expansive open world with altered layouts and new content, and will be released on PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch on April 8th.

Gaming BoltPositive

Final Fantasy 7 Revelation’s Platinum Trophy Will be Easier to Get Than Rebirth’s, Says Director

Final Fantasy 7 Rebirth director Naoki Hamaguchi acknowledged that the game's platinum trophy was intentionally difficult due to its vast content. He confirmed that Final Fantasy 7 Revelation will feature a more accessible platinum trophy, with an estimated 20% or more of players expected to achieve it by focusing on engaging side content rather than just lowering difficulty. Hamaguchi also noted that multiple playthroughs will be necessary to experience all of Revelation's content.

PC GamerPositive

World of Warcraft: Forever dev addresses the debate over who it's made for: 'I did not spend the last year of my life relearning and mastering how to do things like we did it 20+ years ago for retail players'

World of Warcraft: Forever world builder Matthew Armstrong addresses the debate over the game's target audience, stating it's not made for retail players but for those who value artistic integrity and the spirit of the original 2004 MMO. The article suggests the game is for players who prioritize social interaction and world exploration over a linear storyline, highlighting its unsolved and uncategorized nature as a positive.

PC GamerPositive

Sometimes it's fun to hit a scorpion with a club for 38 seconds

The author argues that modern MMOs, including World of Warcraft, have become too focused on speed and instant gratification, losing the meditative quality of slower gameplay. The experience of slowly bludgeoning a scorpion in WoW: Classic is highlighted as a positive example of how taking more time can enhance appreciation for the game world and design.

Shack NewsPositive

ARC Raiders outlines the Frozen Trail's new map, endgame, and features

Embark Studios has detailed the upcoming 'Frozen Trail' update for their extraction shooter, ARC Raiders. The update introduces a new map called Pendola Pass, featuring harsh weather conditions and new enemy types like the Bully and Skulker. A new endgame scenario, 'Frigate,' will also be added, along with new weapons, gadgets like the Grappling Hook, and a Reward Pass. The Frozen Trail update is scheduled to launch on October 8 for all platforms.

PC GamerPositive

You can't have everything in Arc Raiders' reworked skill tree: 'We believe that creates more interesting…

Embark Studios is reworking the skill tree for Arc Raiders, moving away from unlocking all abilities to requiring players to make more interesting choices between different skills and abilities. This change aims to support more playstyles and create new build opportunities, though specific new skills were not detailed.

Retro GamerPositive

World of Warcraft: Forever is "for the millions of people who have had their accounts lapse" in Classic, dev…

World of Warcraft world builder Matthew Armstrong stated that World of Warcraft: Forever is designed for lapsed players and dedicated Classic fans who were unsatisfied with changes to the original game. He emphasized a commitment to an authentic vanilla experience, distinct from the retail version, and a philosophy that prioritizes artistic integrity over broad appeal.

Massively OverpoweredPositive

Casually Classic: World of Warcraft Forever aims to be a most epic do-over

The announcement of World of Warcraft Forever at BlizzCon signals a much-needed do-over for the MMORPG franchise, aiming to blend the foundational design of Classic with improvements from the retail version. This new iteration seeks to carve out a fresh path, moving beyond pure nostalgia and offering a modern MMORPG experience for the long term.

Escapist MagazinePositive

Dawnwalker Update Makes Room for Story-First Players

Rebel Wolves is preparing an update for The Blood of Dawnwalker, likely launching in early October, which will introduce an easier Story mode for players focused on the narrative. Game director Konrad Tomaszkiewicz stated this change is a direct response to player requests for a less punishing experience. The update will also address combat escapes and PC performance.

GamespotPositive

Resident Evil Movie Director Reveals His Four Favorite Games

Zach Cregger, director of the new Resident Evil movie, shared his four favorite video games: The Binding of Isaac, Dark Souls 3, Resident Evil 4, and The Last of Us Part II. Cregger's choices were noted as solid, with his picks for Dark Souls 3 and Resident Evil 4 aligning with his known interests and movie inspirations.

PC GamerPositive

A Bretonnia rework is definitely on Creative Assembly's 'to-do list' for Total War: Warhammer: 'It's not quite the finest of wines now'

Creative Assembly has confirmed that a rework for the Bretonnia faction in Total War: Warhammer is on their to-do list. While acknowledging that the current iteration shows its age and lacks dedicated mechanics compared to newer factions, the developers expressed satisfaction with the progress made on other factions like Vampire Counts and Norsca. The article suggests that Bretonnia is the most in-need of a rework, followed by the Lizardmen.

EurogamerNeutral

Blizzard to take "a somewhat different approach" to level-scaling in Diablo 5, suggesting more influence from Diablo 2 than Diablo 4

Blizzard is planning a different approach to level scaling in Diablo 5, drawing inspiration from Diablo 2 rather than Diablo 4. Game director Joe Shely indicated that the current system in Diablo 4 can hinder the feeling of player power, a core aspect of the Diablo series. While specific details are scarce, this suggests a move towards a more demanding experience.