Game Design is a tricky thing to do, and every video game these days is inspired in some way by something that came before it. The ability to look at a design or game system and grow it in a new way has led to some amazing games. However, there is a tendency to try and directly use one’s game systems, and it gives us the chance to talk about the harsh lesson of the “WOW Effect.”
For this cast, I sat down with Andrew from Mega Cat Studios to talk about video game preservation and why it’s important for our industry.
Recently I had a chance to go back to Resident Evil 1 Remastered edition. This was Capcom rebuilding the original game for the Gamecube back in the day. This version turned out to be one of the best games in the Resident Evil franchise; thanks to a new layout and design.
Going back over it, there is one detail that I don’t think was given enough credit, and that was the development of “Crimson Head” zombies, and how it solved a problem that modern horror designers are struggling with.
From this Game-Wisdom Live segment, Rob and I talked about Stonehearth and the issue of knowing when a game is finished.