FinalFantasy12wikia

Playing through Bravely Default, I loved a lot about the game’s approach to class design and the combat system. However, certain elements held over from old school design I felt hurt the system from reaching greatness and it had to do with boss design.

Boss design in RPGs is a tricky concept as it’s about finding that right balance between challenge and just being mean to the player.

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InfamousSecondSongamespot

This week, Ken and I were joined by freelance composer Danny Barkley to help us talk about composing music for games with composer Marc Canham, a veteran composer who recently did the soundtrack for Infamous Second Son as well as The Secret World.

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YaibaNinjaGaidengeimaku

The confusing next game in the Ninja Gaiden series: Yaiba Ninja Gaiden Z was released recently to poor reviews, with the combat system being cited as one of the main problems. And after watching two minutes of gameplay footage I could tell exactly why the combat system doesn’t work and it is one of the biggest traps of game design in action titles.

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zenoclash2 (3)

When Ace Team released Zeno Clash in 2009, we had one of the rare examples of a first person game that focused on melee combat as opposed to shooting. Backed up with an amazing visual style and story, the game became somewhat of a cult hit. After several years and Ace’s next unusual game Rock of Ages, we finally got a sequel released last year.

While Zeno Clash 2 aimed to make things bigger, the developers kind of missed the one area that was most important: The combat system.

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