This year saw the release of two games: Wargroove and Fell Seal: Arbiter’s Mark that were designed to emulate the classic games of Advance Wars and Final Fantasy Tactics respectively. I had a chance to play both, and in both cases I stopped caring about them within less than an hour of playing. Now, you may think that’s because I had major problems with them or hated the gameplay, but it was because they were just okay, and as we’re about to talk about, being okay isn’t enough anymore.
For this cast, I spoke with Nic Tringali who works at Bithell Games and was on the design team for John Wick Hex.
Taito has been going back through its back catalog of classic games to bring back to modern audiences, and the next entry on the list is the Ninja Saviors Return of the Warriors. While the package itself isn’t anything too fancy, it does give us a chance to talk about a different kind of beat-em-up experience.
My piece about accessibility vs playability has spurred a lot of discussions, but I still feel people aren’t grasping the difference between the two. Features that are designed for accessibility don’t always affect playability and vice versa. For this multi-part series, we’re going to take a deeper look at major elements behind playability, and we’re starting off with the concept of quality of life features.