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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

Setting that up properly is an effort in storytelling, a discipline all its own distinct from game design. But what’s important is that you always feel that basic “pull” towards that conclusion, which really isn’t as simple as it sounds to create.

Fantasy 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective. Despite the game’s powerful use of top-down view, the live cutscenes of Lost Ark are full of bugs. The rough cutscene). The grand scene).

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Sandbox vs themepark

Raph Koster

Earlier in MUD design, these zones even “repopped” all at once. It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. It’s stuff that single-player game designers know how to do. Breadcrumbs, dialogue trees, cutscenes, progression paths.

Sandbox 64
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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. It would feel terrible.