This week’s Dissecting Design returns to one of my all-time favorite games — Resident Evil 4. RE 4 was a major innovator for the game industry at the time, and introduced a number of standards for action and horror gameplay; for good and for ill.

  • 0:00 — Intro
  • 1:16 — Design Basics
  • 6:19 — How Resident Evil 4 Changed Things
  • 10:24 — Resident Evil’s transition into action and changing design
  • 18:48 — Resident Evil 4’s Troubled Development
  • 20:54 — Resident Evil 4’s Polarized Action Horror Design
  • 40:11 — Final Thoughts
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South park Phone destroyer 1

Who would have guessed that the South Park IP would become a new hit RPG franchise. After the surprising success of The Stick of Truth, we got the Fractured But Whole and Phone Destroyer this year. Despite a perfect use of the IP, South Park Phone Destroyer fails to avoid the monetization traps that have plagued mobile games before it, and for me sinks what would be an otherwise great concept.

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PP Jump

This week on the cast, founder of the indie store Jump — Anthony Palma joined me to discuss how the indie game market is doing, and what led to entering the digital store market.

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Hand of Fate 2 (3)

Hand of Fate surprised everyone with its take on rogue-like design in 2015. Taking the concept of a card game to its logical conclusion, the game struck a balance between rogue-like exploration and deck building and card draw.

With the sequel, the developers have expanded on everything that worked (and didn’t) from the first game.

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