article thumbnail

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

Cutscenes 104
article thumbnail

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. Watching the struggles of Unity is a good way to watch this whole mechanic play out.) And there's more competition. But I digress.) Selling out to Epic.

Indy 103
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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

Rampant Games

Not much else is said about the death mechanic in the other game worlds of the series. In the later game Alfheim Online , level and skills were all but ignored, emphasizing player skill like a shooter or fighting game. Cutscenes in an MMO? Sword Skills. Worse, it can cause VR sickness. Aincrad for Modern VR. So where are we?

Art 52
article thumbnail

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. Expendable companions. Money sink.

article thumbnail

Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. And yet it doesn't get more mechanically complicated. You talk but they don't listen. Fine, be that way, see if I care!"

Indy 52
article thumbnail

The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. In the later game, raid mechanisms become quite rich. The grand scene).

article thumbnail

Deathloop deconstruction / design thoughts

Radiator Blog

This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. no mind control) only 5 powers (+1 PvP only power). Limited regen (e.g.