This week's episode has Jonah annoyed
at the gameplay decisions for Dragon Age: Inquisition, Paul discusses passwords, while the Gaming History is the cartoon Captain N: The Game Master.
Video Game Roundtable Episode 202: Dragon Age: MMO - Style - This week's episode has Jonah annoyed
at the gameplay decisions for Dragon Age: Inquisition, Paul discusses passwords, while the Gaming History is the cartoon Captain N: The Game Master.
Not exact matches
I mentioned in my review of VF5 that,
at some point a series» strange, off - putting design
decisions just becomes that game's style, and can no longer be questioned or critiqued: If you didn't like endless cutscenes and almost no
gameplay, then why are you «playing» a Metal Gear Solid game?
Playing against people online reminded my how worthless I was
at online
gameplay and made me rethink several life
decisions.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set
decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages
at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo
gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set
at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
Anyway, I think you should take a look
at the various pieces of
gameplay footage and indeed review scores to give you your
decision.
Still,
at least the
decision hasn't been without merit: you can't argue that the visuals have benefited, judging from these gorgeous
gameplay samples.
The requirement that we present many viable options to the player during
gameplay is what Sid Meier meant when he said that a game is a series of interesting
decisions (a multiplayer competitive game,
at least).
I get it, Yoko Taro
at best is an acquired and
at it's worst is a mixture of obtuse
gameplay design
decisions and nonsensical storytelling (which
at some moments feels bordering in intentional trolling)
I built Meridian to take a shot
at building tactical micromanagement
gameplay mechanics, but it ended up incorporating larger strategic
decisions in an interesting way.
It tells a very interesting story in a mysterious and ambitious way and stands out as a risky
decision on the developers but manages to be
at least a little entertaining for how shallow the
gameplay is.
As a result of this
decision, however, there was a greater need to understand the
gameplay balancing that hadn't really been experienced in the industry
at that point.
This is actually a very progressive
decision, but it makes me wonder why Square Enix still seems to be under the impression that
gameplay and narrative are
at odds, or why if they're so willing to make drastic changes, walking around in the overworld in FFXIII is literally as
gameplay intensive as it was in FFI.
Until Dawn is not a game for everybody though,
at its core, it's an interactive horror flick merging with the ideologies of a «choose your own adventure book», the only instances of
gameplay are the interactions which create those
decisions.
And making
decisions between life and death will not always be easy, but this system is
at the heart of Vampyr's
gameplay.
Firmly placing a central mystery
at the forefront with a near - limitless number of branching paths, Heavy Rain would evolve and adapt specifically to your own
gameplay decisions, even going so far as to kill off one of the main protagonists should you choose the wrong one.
EA's
decision to include and subsequently rebrand the Taliban in their upcoming Medal of Honor reboot has sparked a powerderkeg of negative publicity, but it's important to note that many military critics are actually directing their fire
at the
gameplay itself rather than the name of the opposition.
While initially, gamers were left scratching their
at Deep Down's Assassin's Creed meets Dark Souls premise, Capcom's intent behind this
decision, as well as how it will effect
gameplay is slowly becoming much clearer.
The trailer doesn't touch
at all on who the player actually is, which is revealed in
gameplay sequences not shown in the trailer, and the player also has ways to make smaller adjustments to the character relationships outside of the major chapter
decisions.