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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

For example, you can make the same goblin (well, moblin) fort play entirely differently by placing it in ways that interact with the terrain around it. Playing with terrain is a relatively inexpensive way to stretch content, since you have to make terrain anyway. I would make four cutscenes showing key points in this war.

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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.

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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. You talk but they don't listen. Maybe you'll just stop talking to them altogether? Fine, be that way, see if I care!"

Indy 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. 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. The rough cutscene).