For this critical thought, I took a look at the works of Hideo Kojima and how his own sense of style is a part of his games.
Over the last decade, there was a major push to give video games a more cinematic feel compared to the previous decades. This was seen both in terms of story/narrative and UI. Many developers have been streamlining UIs in an attempt to remove the “gamey” elements from them. For today’s post, I want to explore the concept of a Seamless UI and ways developers have been “trimming the fat,” while still keeping the functionality.
Recently I played two very different games: Metro Last Light and Outlast with both games featuring stealth mechanics. But while Outlast bored me, I found myself engaged with Metro Last Light and the reason has to do with two different stealth game design philosophies.
Stealth design in video games falls into one of two categories: Either focused on keeping the player hidden and getting around enemies or about giving the player the ability to clear out a room, one enemy at a time. But where both schools of thought fail is with the concept of a boss fight or grand test of the player’s ability. For today’s post I want to share one of, if not the best example of challenging the player with a proper stealth boss fight from Batman: Arkham City.