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Game Design

Ongoing coverage on Game Design.

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GamespotNegative

Destiny Isn’t Dead After All, Bungie Admits It Lost Sight Of What Players Loved

Bungie has admitted to losing player trust by straying from what made its games beloved, particularly with Destiny 2. The studio plans to restore previously removed content like the Red War campaign and raids, and evolve Marathon beyond its extraction-shooter format. Bungie acknowledges past mistakes and commits to earning back player trust through its games.

Retro GamerNeutral

Final Fantasy 7 Revelation lets you automatically level characters and blast through the campaign after Rebirth players begged director Naoki Hamaguchi for a break from the JRPG grind

Final Fantasy 7 Revelation will include an automatic leveling feature, allowing players to quickly reach the recommended level after a certain point in the game. Director Naoki Hamaguchi stated this aims to cater to players who found Final Fantasy 7 Rebirth's campaign grind tedious, offering an option to play Revelation more linearly if desired.

Massively OverpoweredNeutral

Wisdom of Nym: Future weapons for Final Fantasy XIV jobs in the ranged damage category

This article explores potential future weapon concepts for ranged DPS jobs in Final Fantasy XIV, considering existing job mechanics and weapon types. It discusses ideas ranging from sports equipment like kicky balls to dual pistols, bombs, cards, and darts, analyzing their feasibility and thematic fit within the game's design.

Checkpoint GamingPositive

We talk Virtue and a Sledgehammer with Deconstructeam

Deconstructeam's Jordi and Paula discuss their upcoming game, Virtue and a Sledgehammer, highlighting its shift to 3D environments using Unreal Engine and its unique destruction-based gameplay. The interview explores the game's narrative focus on feeling like an outsider and its emotional depth, drawing parallels to the queer experience.

GamespotPositive

I’ve Become An Awful Jerk Whenever I Play This Haunting Sledgehammer Game, But It’s Not My Fault

Virtue and a Sledgehammer is a narrative exploration game from Deconstructeam that uses a sledgehammer mechanic to destroy both the environment and digitized memories of people. While initially perceived as a walking simulator, a developer revealed an aiming mechanic that allows for more destructive and gleeful gameplay. The game is designed as an interactive piece of art, encouraging players to engage with abstract concepts and consider their choices, with a PC release scheduled for October 27.

Retro GamerNegative

RuneScape: Dragonwilds has gathered its ingredients but still lacks flavor

RuneScape: Dragonwilds, a survival spin-off of the popular MMORPG, has been released but lacks depth and engaging gameplay. Despite clear influences from games like Valheim, its rigid mechanics, unclear progression, and uninspired world design make it a joyless experience that struggles to justify its existence.

FZ.sePositive

The Blood of Dawnwalker-uppföljaren kan skippa tidsfunktionen

Developer Rebel Wolves is considering removing the time-based mechanics from The Blood of Dawnwalker sequel, as director Konrad Tomaszkiewicz stated they will only implement it if it fits the narrative. The original game's time feature was criticized by some players, though a mod to remove it became popular.

PC GamerNegative

I'm taking Insomniac's Wolverine patch as a sign: This is as bad as it's going to get

The author views Insomniac Games' recent hotfix for Marvel's Wolverine, which reduces the intensity of Scent Trails and Audio Sense indicators, as a positive sign that excessive handholding in blockbuster games may be on the decline. While acknowledging the need for some guidance, the article criticizes the current level of visual cues as overly intrusive and suggests this adjustment indicates a potential shift in game design trends.

Nintendo EverythingVery positive

Well Dweller review for Nintendo Switch

Well Dweller is a Metroidvania title for the Nintendo Switch that offers a unique approach to traversal and progression, focusing on upgrading core abilities rather than introducing new ones. Despite a somewhat lackluster combat system, its engaging world design, satisfying exploration, and charming fairy tale aesthetic make it a strong recommendation for fans of the genre.

Retro GamerPositive

Modern Warfare 4 should feel "ripped from the headlines," says Call of Duty developer: "It's been a while since we've seen the grunt perspective"

Infinity Ward aims for a gritty, grounded, 'ripped from the headlines' style for Call of Duty: Modern Warfare 4, returning to a traditional modern warfare focus with a 'grunt perspective' in its campaign. The developer is emphasizing weapon fidelity and a balanced movement system that caters to both fast-paced and tactical players.

PC GamerVery positive

Resident Evil is the best videogame movie because Bryan sucks

This article argues that the Resident Evil movie is the best video game movie adaptation due to its protagonist, Bryan, who is portrayed as an everyman player character rather than a skilled hero. The film's focus on survival horror and the character's relatable ineptitude are highlighted as key strengths that capture the authentic experience of playing Resident Evil.

Retro GamerPositive

Final Fantasy 7 Revelation will require multiple playthroughs to experience everything, director Naoki Hamaguchi teases

Final Fantasy VII Revelation director Naoki Hamaguchi has teased that the upcoming game will require multiple playthroughs to experience everything, suggesting there is more to discover than in Final Fantasy VII Rebirth. Hamaguchi indicated that a single playthrough will offer a similar amount of gameplay to Rebirth, but the overall questing and rewards will be greater across multiple runs. This suggests a significant amount of content for players to explore in the final installment of the remake trilogy.

Escapist MagazinePositive

Townfall’s Scottish Horror Is Bold, Brilliant—and Exhausting

Silent Hill: Townfall offers a compelling and unnerving psychological horror experience set on a Scottish island, praised for its inventive CRTV mechanic and strong thematic elements. While the game's relentless pacing and occasionally obtuse puzzles detract from its overall impact, its unique setting and atmospheric score make it a notable entry in the survival horror genre.

EurogamerNegative

Marvel's Wolverine "fart gas" scent trails addressed by a surprise update

Insomniac Games has released a hotfix for Marvel's Wolverine that reduces the opacity of the game's 'fart gas' scent trails, which players found distracting. The developer is also exploring an option to allow players to toggle these visual aids off entirely in a future update. The patch also addresses some game crashes, and early estimates suggest the game has sold 1.9 million copies.

Gaming BoltVery positive

Silent Hill: Townfall Review – Medical Marvel

Silent Hill: Townfall is an impressive new entry in the psychological horror franchise, delivering a memorable experience with an engaging story, unsettling atmosphere, and stunning visuals. Developed by Screen Burn Interactive, the game successfully balances mystery and revelation, offering tense combat, stealth, and thoughtful puzzles, all grounded by tactile diegetic UI elements. While exploration can occasionally feel barebones and enemy variety is limited, the overall package is a strong addition that cements Konami's resurgent success.

Playstation LifestyleVery positive

Silent Hill: Townfall (PS5) Review: Not Your Father’s Silent Hill

Silent Hill: Townfall offers a tense and compelling survival horror experience that, while feeling authentic to the brand, carves its own unique path. Developer Screen Burn Interactive masterfully uses a first-person perspective and a handheld CRTV device for navigation and threat avoidance, creating an intimate and engaging atmosphere. Despite some challenging puzzles and labyrinthine environments, the game successfully balances new mechanics with escalating threats, delivering a fresh take on the Silent Hill formula.

PC GamesNVery positive

Silent Hill: Townfall review - hauntingly perfect

Silent Hill: Townfall is a hauntingly perfect addition to the series, praised for its gripping gameplay, intriguing characters, and a story that lingers long after completion. The game masterfully balances familiar Silent Hill themes of guilt and isolation with contemporary issues of mass tragedy and communal loss, offering multiple endings for players to discover. Its multi-protagonist system, sparse resources, and clever puzzles create a constant sense of dread, making it one of the best horror games of all time.

EurogamerVery positive

Silent Hill: Townfall review - the classic survival horror series takes more big swings and its stellar revival continues

Silent Hill: Townfall is a bold and experimental take on the survival horror series, blending stealth, meticulous world design, and social realism. Developed by Screen Burn, the game is set in a 1996 Scottish town and features a unique CRTV mechanic for enemy detection. While praised for its atmosphere and innovative approach, the review notes its relentless intensity and occasional pacing issues.

Super Jump MagazinePositive

Interviewing Writer Leon Richardson About Their TTRPG, Rangers of A Broken World

In an interview, Canadian designer Leon Richardson discusses their upcoming post-apocalyptic TTRPG, Rangers of a Broken World, published by Evil Hat Productions. Richardson details the game's premise of rebuilding humanity after a cataclysm, its unique magic system tied to identity, and its character facets designed to promote accessibility and representation. The interview also touches on inspirations drawn from personal experiences with mental health and the game's themes of hope and community.

Gaming BoltNegative

Uncharted 4, The Last of Us Director Apologizes for Saying God of War Laufey Looks “Boring”

Bruce Straley, director of Uncharted 4 and The Last of Us, has apologized to the Santa Monica Studio team after calling the upcoming God of War Laufey "boring." Straley clarified his comments were meant to illustrate a broader industry concern about a lack of innovation in AAA games, particularly with the push towards live-service models, and not a direct criticism of the God of War team's work.