Mad Max (1)

Recently I played Horizon Zero Dawn thanks to the Black Friday sale. I was excited to get into this one considering all the praise it had at the start of 2017. However, the more I played of it the less I was enjoying myself. No matter how great the world design was, Horizon Zero Dawn is another example of one of the most easily copied design foundations in the last decade, and how developers are all borrowing from the same Ubisoft barrel.

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CallofDutyPolygon

By the time you read this, the craziness of the Black Friday/Cyber Monday sales will be over for the Game Industry. The sales this year were certainly a surprising bunch; especially for the AAA market. And while it was great from a consumer standpoint, I had a moment of abject terror thinking about what it means for getting into the game industry.

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This week’s Dissecting Design looks at the beat-em-up genre: One of the oldest genres in the game industry one that is very easy to mess up on in terms of design. I took a look at Streets of Rage 2; considered by many to be one of the best examples of beat-em-up games to talk about what it did right, and the legacy of the genre.

One correction — In terms of elevating the beat-em-up genre, there was Castle Crashers and the Scott Pilgrim vs the World titles.

  • 0:00: Intro
  • 2:09 — Basic Gameplay
  • 9:05 — Metrics Driven Game Design
  • 13:18 — Issues with Difficulty and Design
  • 22:38 — Streets of Rage 3 and Outro
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Hope everyone is having a good Thanksgiving and not going too crazy with spending money on sales. We’re going to be taking the weekend off and I’ll be back Monday with more posts and of course a cast for next week.

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