Game Design
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Almost Every PS VR2 Game Reviewed (Part Seventeen / Letter Q) - The AmigaGuru Gamer Blog
Organ Quarter is a highly effective old-school horror game for PlayStation VR2, drawing inspiration from classics like Silent Hill and Resident Evil. Despite some minor jank and abrupt transitions, its oppressive atmosphere, clever puzzle design, and intense boss fights create a genuinely scary experience that is highly recommended for horror fans.
Double Dragon creator Yoshihisa Kishimoto dies aged 64
Yoshihisa Kishimoto, the acclaimed creator of the beat 'em up genre and the iconic Double Dragon series, has passed away at the age of 64. Kishimoto's groundbreaking work on games like Renegade and Double Dragon established the core mechanics of the genre, influencing countless developers and titles for decades. His career began at Data East before moving to Technos Japan, and he later founded his own company, Plophet.
This Turn-Based RPG Musical Is Fun But Drags A Bit In Act 3 | People Of Note Review
People of Note is a musical turn-based RPG that excels with its creative world design, catchy soundtrack, and engaging puzzles. However, the game's combat pacing significantly drags in the third act due to overly long battles and repetitive enemy health bars. While the quick-time input system can be frustrating, the option to disable it and an auto-win feature help mitigate the grind.
Why Some Xbox Hits Feel Closer to a Casino Floor Than an Arcade
Modern Xbox games increasingly utilize retention systems like loot boxes and battle passes, borrowing psychological tactics from casinos to encourage continued engagement. Titles such as EA SPORTS FC 25, Overwatch 2, and NBA 2K25 feature randomized acquisition, ladder progression, and collection pressure as core engagement mechanics. While not literal casinos, these games employ uncertainty and the promise of reward to keep players invested in their service and sports loops.
Battle Royale Gets Smarter Storm That Adapts to Player Count
A recent update to battle royale games introduces dynamic storm scaling that adjusts its speed based on the number of players remaining. This change aims to improve match pacing, making games less predictable and potentially more engaging by adapting to player count. Developers are testing this feature quietly, with other battle royale titles likely to observe its impact.
Watching Asmongold Play I Am Jesus Christ (Live Reaction & Thoughts)
This article analyzes the game I Am Jesus Christ, noting that it functions more as an interactive story than a traditional RPG due to its lack of stats and simple mechanics. While the gameplay is rated a 5-6 out of 10 for its simplicity, the storytelling is considered a 10 out of 10, carrying the overall experience. The author's livestream reaction to watching Asmongold play the game was found to be engaging and enjoyable.
Super Meat Boy 3D Review - Fails to meat expectations
Super Meat Boy 3D transitions the series to a 3D perspective, but fails to evolve significantly from its predecessors. While offering challenging platforming and unlockable characters, the game suffers from dated humor, inconsistent camera work, and a generic art style that relies heavily on Unreal Engine 5. The review suggests that despite competent gameplay, the title lacks innovation and polish.
Has Crimson Desert Become Too Easy?
This article discusses the evolving difficulty of Crimson Desert, noting that while initially challenging, recent patches have made the game more accessible by reducing enemy damage and increasing resource availability. Players are now debating the need for difficulty options, with some suggesting a Hard mode or even level scaling, while others appreciate the current balance that allows for both powerful combat and exploration.
How can your game win the 'attention war?' Turn to storytelling
Games can win the 'attention war' by focusing on narrative complexity and storytelling systems rather than dark patterns. Effective narrative design and the written word are presented as key drivers for player retention.
Card Coder Launches on Steam: Your Deck Tells Your Story
Card Coder has launched its full version on Steam, emphasizing player creativity through custom card design. Developer Max highlighted the game's focus on user-generated content and encouraged players to share their creations and provide feedback. The game aims to foster a collaborative community where players can build and tell their own stories through game mechanics.
Crimson Desert fan spends days watching NPCs build a statue in real time like a Red Dead Redemption 2 fan watching clothes dry, Kingdom Come: Deliverance boss says "this is absolutely insane"
Players of Crimson Desert have discovered that they can observe NPCs constructing a statue in real-time after completing a specific quest. This detailed, albeit slow, process has drawn comparisons to the idle activities found in games like Red Dead Redemption 2 and Grand Theft Auto 5, with industry figures like Daniel Vávra of Warhorse Studios expressing astonishment at the dedication to such a granular detail.
Ignoring Valve's Half-Life lessons, Baby Steps dev says trolling players with level design is important, actually
Baby Steps designer Gabe Cuzzillo discussed the game's intentional use of maze-like level design, contrasting it with Valve's Half-Life approach. He argues that intentionally creating confusing paths encourages players to explore the game's boundaries and discover unique solutions, fostering a more engaging experience.
2-D MMORPG Kakele Online opens up a new FFA PvP server that forces everyone to start fresh
The indie 2-D MMORPG Kakele Online has launched a new "SA-Open PvP Black Server" featuring full-loot PvP with a focus on balanced combat and tactical targeting. This fresh start server resets all players to level one and includes adjustments to combat mechanics and map design to encourage territory battles.
The First Descendant outlines a ‘completing the game’ roadmap with a wide-ranging overhaul
Nexon developers have outlined a 'completing the game' roadmap for their looter shooter, The First Descendant, acknowledging player frustrations with content and endgame balance. The plan includes an overhaul of core game fundamentals, improvements to the main story and early missions, and new content for Season 4 such as Onslaught Mode and a mega dungeon.
Fan discovers alternative Resident Evil Requiem final boss and it’s a massive improvement
A fan has discovered datamined files for an alternative final boss in Resident Evil Requiem, suggesting a more compelling encounter than the one present in the released game. The article discusses how the game's ending, particularly the boss fight against Victor Gideon, felt rushed and poorly executed, with plot points potentially changed last minute. This discovery fuels speculation about the game's development and Capcom's handling of its narrative.
Wisdom of Nym: Is it time to bring elemental damage back to Final Fantasy XIV?
This article discusses the potential return of elemental damage types to Final Fantasy XIV, a system removed during the transition from 1.0 to 2.0. The author argues that reintroducing elemental weaknesses and resistances could add depth to combat mechanics and job differentiation, citing Blue Mage's use in the Masked Carnivale as a precedent. While acknowledging potential design challenges, the piece suggests that modern game design and player visibility make it more feasible now than in the past.
Your joys will always be someone else's junk
Despite its abysmal reputation and numerous technical issues, the author finds personal satisfaction in playing Mobile Suit Gundam Battle Operation 2. The game's combat mechanics and focus on the physicality of mobile suits resonate with the author's appreciation for the Gundam Universal Century setting, offering a unique experience that outweighs its widely criticized flaws.
Interview: Getting Competitive With Dissidia Duellum Final Fantasy
Square Enix Producer Naoya Matsumoto discusses Dissidia Duellum Final Fantasy's shift to a 3v3 competitive mobile format, emphasizing its portrait mode design for casual, one-handed play and community features. He also touches on the possibility of a PC version and the character selection process, which prioritizes role diversity and highlighting lesser-known characters from the Final Fantasy series.
How can your game win the 'attention war?' Turn to storytelling
This article discusses how game developers can combat the 'attention war' by focusing on strong narrative design and player engagement, rather than trying to compete with other platforms. Examples like The Messenger and Detroit: Become Human illustrate how compelling storytelling and interactive presentation can deeply involve players. Developers are encouraged to take creative risks and trust their writing to create memorable experiences.
Cyberpunk 2077 Players Still Finding Deep Story Moments Years Later
Years after its troubled launch, Cyberpunk 2077 continues to resonate with players through its deep storytelling and character moments, as highlighted by a viral Reddit post. The article discusses how CD Projekt Red succeeded in creating meaningful relationships and pacing that encourages players to engage with the narrative at their own speed, proving that strong emotional cores can overcome technical issues.