Remove Cutscenes Remove Game Designer Remove Mechanics Remove NPC
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

In the end the FOMO doesn't really matter (just like real-life) and fortunately the best part of the game is unmissable -- a strong sequence where someone suddenly turns against you. Gradually all these advancements and upgrades add up to a NPC-driven town that can maintain and feed itself automatically. You talk but they don't listen.

Indy 52
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The joys of the anti-farm sim: "Before the Green Moon" by turnfollow

Radiator Blog

But the game doesn't tutorialize this or dispatch an NPC to spell it out. The game also hides a bigger unexplained mechanic: a relationship gifting system. You're just an NPC in their story. Your problems are your own, and the first step is realizing you have a problem. It's hilarious that gifting feels secret.

NPC 59
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The three most important qualities in an RPG

Keith Burgun

As this video talks about, as players play more and more games, it becomes more difficult for them to find this sense of wonder in new games – even more so when they become game developers themselves. Setting that up properly is an effort in storytelling, a discipline all its own distinct from game design.

Fantasy 52
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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. Though, all of these foibles could be found in other games as well. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms.

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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.