A Hat in Time was kickstarted in 2013 to be an attempt at a modern take on 3D platformers of the ’90s. After the success and several years the game is finally out. While it doesn’t quite hit the same mark as the games it was emulating, A Hat in Time does prove that there are still stories to tell and collectibles to collect.
“Grinding” in video games has gotten a lot of buzz lately with the push towards loot box and gacha design. When it comes down to it, the player should never feel like the game has become a grind; even if they are replaying levels or content. For today’s post, we’re going to look at two very different areas of focus that allow designers to mitigate the feel of grinding.
For this week’s Dissecting Design I went back to look at one of my favorite horror games: Clive Barker’s Undying. The game was one of the early examples in the ’00s of first person shooters adding more adventure elements to them.
This week on the cast I spoke with CEO of Abylight Studios Eva Gaspar and designer on Super Hydorah Alberto “McAlby” to talk about how the studio is working on creating modern retro games with Locomalito.