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Final Fantasy 7 Rebirth Review

Keith Burgun

I played Final Fantasy 7 Rebirth. The charm of this game is off the charts and is the main thing that makes me love it. The charm of this game is off the charts and is the main thing that makes me love it. The “story” in this game is really just… very awful, I’m sad to report. CON: The narrative.

Fantasy 105
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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

Narrative design has always been an important part of video game development, but its significance in modern-day games continues to grow as narrative elements play an important role in player engagement and retention. Several exploration games also incorporate similar story designs. The core gameplay in Gossip Harbor.

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Secrets in Videogames

Keith Burgun

As I’ve gone through the Final Fantasy series recently , it’s notable that the games used to have secrets, and now, they pretty much don’t anymore. Somewhere in the late 90s, and certainly by the mid 2000s, it was decided that secrets are bad and games shouldn’t have them. What are secrets in videogames?

Fantasy 52
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

I completed the main campaign in Redfall ( official site, Steam , also on Game Pass), a 4 player co-op open world shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. In this sense, playing a 75% finished game is more useful than playing a 100% finished game. But not really.

Studios 98
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The three most important qualities in an RPG

Keith Burgun

So what we end up with, over time, is a “tradition”, or traditions within a blanket term like “RPG” There are so-called “ARPGs” like Diablo, JRPGs like Final Fantasy, CRPGs like Ultima, tactical RPGs like Fire Emblem, and so on. Over the years, I have loved games in all of these categories.

Fantasy 52
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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. Not that you should ever talk to a game dev.