Game Design
Ongoing coverage on Game Design.
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Xbox lead says the "return to fun" we've seen from games like Peak makes him "hopeful" for the industry, and he "loves seeing the success" of them
Xbox's general manager of portfolio and programs, Chris Charla, expressed optimism about a "return to fun" in the gaming industry, citing the success of games like Peak. He highlighted the importance of diverse player motivations and the joy found in silly, collaborative gameplay experiences.
'We are definitely not doing QTEs', said Dispatch's creative director before doing QTEs: 'We just…
AdHoc Studio's Nick Herman and Dennis Lenart discuss the development of their game Dispatch, particularly its approach to Quick Time Events (QTEs). Despite initial reservations, the team found ways to make QTEs engaging by setting a low bar for quality and making them optional, drawing inspiration from games like This is the Police.
Marvel Rivals executive producer pushes back on idea that live-service scene is running out of room
Marvel Rivals executive producer Danny Koo believes there is still room for growth in the live-service game market, despite the crowded landscape. He argues that the hero shooter genre is a niche within the larger shooter category and that global markets offer ample opportunity for new titles. Koo emphasizes the importance of unique offerings, strong live service support, and thorough player testing for games entering the competitive space.
How the Clair Obscur: Expedition 33 dev process powered creative design freedom
Sandfall Interactive's CTO Tom Guillermin details the development process for Clair Obscur: Expedition 33, emphasizing how the team leveraged Unreal Engine's Blueprint visual scripting to grant designers maximum creative freedom. This approach allowed for efficient iteration and asset reuse, enabling the small studio to achieve its creative vision for the RPG, which is available on PlayStation 5.
Peak devs originally borrowed from Zelda Breath of the Wild's climbing, but "everything changed" 1 week into development: "At this point, the game kind of made itself"
The chaotic multiplayer climbing game Peak initially drew inspiration from The Legend of Zelda: Breath of the Wild's climbing mechanics. However, development shifted dramatically one week in, with the core gameplay loop of managing a stamina bar for climbing becoming the central focus, leading the game to 'make itself'.
Split Fiction's final level concept was originally meant for the whole game
Level designer Hannes Gille revealed that the innovative split-world concept for Split Fiction's final level was initially intended for the entire game. The team ultimately saved the mechanic for the end due to significant artistic and design challenges, finding it provided a strong and memorable conclusion.
WoW Factor: Midnight revives World of Warcraft’s tradition of uneven quality
The latest World of Warcraft expansion, Midnight, returns to the series' tradition of uneven quality, featuring a stunning revamp of Silvermoon City but a largely dull and trope-filled leveling campaign. While the expansion introduces new mechanics like the opt-in 'Prey' system for added challenge, its narrative struggles with predictable plot points and a lack of focus on Blood Elf culture, disappointing players who expected a more mature and engaging story.
Solasta II Early Access Preview—Deep Strategic Roleplaying
Solasta II's Early Access build offers a deep tactical role-playing experience with turn-based combat based on the latest D&D ruleset. The preview highlights the compelling narrative centered on four siblings and the challenging, grid-based combat that emphasizes positioning and resource management. Despite some UI and visual clutter, the game promises an expansive adventure with a strong focus on player freedom and strategic depth.
Resident Evil Requiem: All File Locations
Resident Evil Requiem continues the legacy of survival horror with its emphasis on careful planning, atmospheric control, and progression. The game offers a steady and meaningful evolution within the franchise, available on PlayStation 5.
Resident Evil Requiem Director Takes Internet Break After The Leon Shipping War Gets Out Of Hand
Resident Evil Requiem continues the legacy of survival horror with careful planning, atmospheric control, and thoughtful progression. This installment offers a steady and meaningful evolution within the legendary series, available on PlayStation 5.
Marathon Review-In-Progress - Incredible Highs, Painful Lows
Bungie's Marathon is a highly engaging extraction shooter that excels at creating tense, personality-filled battles. The game features a deep faction and loot system that encourages character progression, even after losses. While the user interface can be overwhelming and the single-contract system frustrating, the core gunplay and overall experience are strong, with future content updates expected to further enhance the live-service offering.
Chronicles of Albian 3: The Vanishing Village Collector's Edition Review | TheXboxHub
Chronicles of Albian 3: The Vanishing Village Collector's Edition is a strong entry in the hidden object genre, praised for its clever writing, charming hand-drawn characters, and clear puzzles. However, the game is criticized for an excessive grind required to unlock new content, potentially stemming from free-to-play origins, which lengthens the experience beyond its ideal duration.
"It can't even be Pokemon Minecraft, you can't even craft": Pokopia leaves co-op fans disappointed, saying GameShare between Switch 2 and its predecessor "might as well not exist"
Players of the cozy Pokemon spin-off Pokopia are expressing significant disappointment with its multiplayer and GameShare functionality between Nintendo Switch consoles. Reports indicate that players using GameShare have severely limited capabilities, unable to craft items, customize characters, or access many game mechanics, leading to frustration for those who purchased the game for co-op play.
Resident Evil 2 Director Hideki Kamiya Calls for a 'Non-Scary Mode' So He Can Enjoy Requiem's Puzzles and Combat Without the 'Scary Stuff' - IGN
Resident Evil 2 director Hideki Kamiya has called for a 'non-scary mode' in Resident Evil: Requiem, stating he wishes to enjoy the game's puzzles and combat without the horror elements. Meanwhile, director Koshi Nakanishi confirmed plans for a major story expansion and other additions, including a mini-game and photo mode, for the successful title.
Capcom veteran Hideki Kamiya is so scared by Resident Evil Requiem, he is losing sleep
Resident Evil 2 director Hideki Kamiya, who admits to hating horror games, has suggested Capcom implement a "non-scary mode" for the Resident Evil series. Kamiya expressed a desire to enjoy the puzzles and combat without the frightening elements, even joking about replacing blood splatters with cherry blossom petals. Despite his aversion, Kamiya is eager to play the new expansion for Resident Evil Requiem but finds it too scary to play alone at night.
Doug Bradley-led Hellraiser: Revival developer diary explores "strong and powerful" story and Cenobite powers
Saber Interactive and Boss Team Games have released a new developer diary for Hellraiser: Revival, featuring actor Doug Bradley reprising his role as Pinhead. The diary explores the game's strong narrative, drawing inspiration from Clive Barker's original novella and the first two films, and hints at the powerful Cenobite abilities players will wield. The horror game is set to launch later this year on PC, PlayStation 5, and Xbox Series X/S.
Resident Evil Requiem Review | NoobFeed
The Resident Evil Requiem review highlights the enduring popularity of survival horror through careful planning, atmosphere, and progression. It is described as a steady and meaningful continuation of the legendary series.
Never Grave: The Witch and The Curse Review — Minimal magic
Never Grave: The Witch and The Curse is an action roguelike metroidvania featuring a witch and her sentient hat that aids in exploration. While the game boasts a beautiful aesthetic and fun mechanics like enemy possession, it suffers from repetitive gameplay, a lack of narrative depth, and poorly tutorialized base-building elements, making it a mixed experience.
Review: Saborus (Nintendo Switch)
Saborus is a puzzle platformer and stealth horror game for the Nintendo Switch that fails to live up to its premise. The game suffers from awkward controls, underwhelming puzzles that can glitch, and ineffective stealth mechanics due to poor sound design. Its dark humor and "You Died" screen are also criticized for being unoriginal and falling flat.
Clair Obscur: Expedition 33 wins 2025 Game of the Year from NAVGTR
Clair Obscur: Expedition 33 won Game of the Year at the 25th annual NAVGTR Awards, also securing wins for Animation, Costume Design, Original Role Playing, Dramatic Score, Performance in a Drama, Use of Sound, and Writing. Death Stranding 2: On the Beach and DOOM: The Dark Ages were also among the top contenders. Sandfall led as the most awarded developer, while Sony Interactive Entertainment was the top publisher.