This week’s Dissecting Design went back to look at the first person fighting game Zeno Clash. An interesting mix of crazy visuals and beat downs.

0:00: Intro

1:17 — Basic Gameplay

9:32 — Advanced Gameplay and Fighting

14:51 — The Limitations of the Gameplay

23:01 — The Challenge Mode and Final Thoughts

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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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This week’s Dissecting Design was a two-man job examining the Left 4 Dead 2 series and what it did so well for co-op gameplay.

  • 0:00 – Intro
  • 3:40 – The Basic Gameplay
  • 11:57 – The Special Infected Design
  • 26:42 – The Level Design of Left 4 Dead 1
  • 36:11 — The Finale Design
  • 49:04 — The Differences in Left 4 Dead 2
  • 1:10:35 — Final Thoughts and Left 4 Dead’s Impact
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For this week’s Dissecting Design, I’m taking a look at Ghost Master: A game where you control a squad of ghosts to wreck havoc in a small town. While the game wasn’t perfect, its blend of anti-hero storytelling and scare-based gameplay made it stand out.

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