Spec Ops the Line is our focus this week on Dissecting Design. The only military shooter I’ve seen that goes as far away from pro military as possible. This is not the game for the easily disturbed; especially with the game’s standout moment.

  • 0:00 — Intro
  • 00:57 — Basic Gameplay
  • 17:00 — The White Phosphorous Incident (Trigger Warning)
  • 26:54 — Subverting Military Shooters
  • 38:04 — Final Thoughts
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Erik Johnson of the Indie Bros joined me to discuss the challenges and considerations of launching your video game. From discussing dates, to avoiding other titles, and of course the PR side of things, there is a lot that goes into pushing that “sell” button on Steam or on your own digital store.

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For this recorded developer interview, I spoke with Ben Wander who has developed the game A Cast of Distrust. We talked about his time in the industry, as well as the work that goes into writing a narrative for a video game.

We spoke about the “walking simulator” genre and what it means to write a video game where the story is the focus. Be sure to check out my first look on the game, and you can pick it up on Steam.

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For this week’s Dissecting Design, we’re focusing on the indie platformer Celeste. While many people will talk about how the assist mode makes Celeste more accessible, I think the game’s design is more inaccessible to new players than one would realize, no matter how great the platforming is.

  • 0:00 — Intro
  • 1:12 — Basic Gameplay
  • 8:18 — Assist Mode’s Feature
  • 17:06 — B-Side Changes
  • 20:17 — Level Design Problems
  • 34:47 — Subjective Difficulty Explanation
  • 44:50 — Final Thoughts
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