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.

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AssassincreedForbes

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.

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Outlast (2)

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.

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Batman (1)

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.

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