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Brothers: A Tale of Two Sons | Why I Love

GamesIndustry.biz

For those who might not remember this boss fight: to defeat this mind-reading enemy, who could predict all your movements, you had to physically disconnect your controller and plug it into the Player 2 slot controller, so that Psycho Mantis could not read your mind anymore, allowing you to finally defeat him. Read more

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Understanding the Great Video Game Recession. Or Not.

The Bottom Feeder

There are now so, so many of those cutscene-only video game apps called streaming services. There is just too much entertainment out there fighting for too little free time. Every year, there are fewer parachutes and more people fighting for them. And there's more competition. But I digress.) Another image I use a LOT.

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Ask a Game Dev - Untitled Article

Ask a Game Dev

This is one of those situations where simply putting it into a cutscene would easily cause a separation of the player from Kratos - it’s a reminder to the player that Kratos is someone who would have to do such a horrible thing, which serves as a bit of a shock. When you’re sitting down to write and design your story, you must remember this.

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new Quake map: The Close And Holy Darkness

Radiator Blog

If you want to do anything more technically advanced than static monster placement in vanilla Quake, you basically have two options: (1) build a "monster closet" and open the door to start a fight, (2) build an inaccessible room filled with inactive teleporters, and trigger the teleporters to spawn-in monsters.

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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

In the later game Alfheim Online , level and skills were all but ignored, emphasizing player skill like a shooter or fighting game. In Aincrad, players could trigger a combo skill as in a fighting game, launching into an unstoppable sequence with often devastating results. Cutscenes in an MMO? Sword Skills. So where are we?

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It Takes Two (Of the Worst People In the World)

The Bottom Feeder

As the parents fight their way through the crawl-space, attic, clock, and extra-planer wonderlands in their house, you will hear them whine, complain, and deliver constant passive-aggressive insults. It skips from action to pvp games to puzzles to boss fights with blinding speed. All killer, no filler. This is a really fun game.

Art 52
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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. It's more paranoid than a Ubisoft game.