Recently I had a chance to play through Yooka-Laylee: A game pitched, designed, and executed as a throwback to 90’s 3D platforming. The game wasn’t bad, but it didn’t do anything to stand out in terms of design. With how hit-driven game development is, does playing it safe not work anymore?
This past week was the annual Bliz-Con where fans of Blizzard’s titles from around the world join in on celebrating the company and getting big reveals. Blizzard is a company that is fueled by its fandom, and that fandom is a perfect example of the impact of lore and lore-building has on elevating a video game.
Halloween always means horror, and it gives me yet another excuse to talk about the best ways of designing horrific situations. Horror is an art, and there’s more to it than just being chased around in the dark. For this post, we’re going to look at three essential elements that you must have in order for your game to be treated as a horror example.
The game industry can be a harsh mistress at times, and nothing is worse to see a game that led to the closing of its studio despite being critically praised. Ghostbusters 2009 is largely not being sold anymore, and most modern gamers probably don’t know that it existed. Yet despite that, it remains as one of the best licensed games ever made and a love letter to all Ghostbusters fans from studio Terminal Reality.