In the Elementary series I discuss various game design approaches and figuring out what makes them tick, how to improve them, and brainstorm game design. This one is dedicated to Horror-style games.
Bottom Line: Although Capcom begins with a graceful leap from the high diving board, they end up missing the deep end, only to land on a metal floor covered with black slime.
Free markets, corporate lawsuits, and ransomware!
Alright, before you judge me too much for making this idiotic image, let me make some things clear:
- I don’t expect anyone to be impressed by this.
- The purpose is to show that sometimes everyone overlooks things because they’re afraid to think outside the box
- I hate when people settle for playing “correctly”.
- The Demoman remained so unpopular and unpicked for so long that Valve finally turned him into an entirely different character a few years ago, giving him a huge sword and a shield that allowed him to decapitate people and fly around the map with magic powers. Ever since, the magic swordsman loadout is the only thing you’ll ever see somebody use when playing the Demoman. That breaks my heart.
UPDATED: Added a fourth genre!
The problem of how to categorize games has plagued the industry since its earliest days. Is there a solution that can reorient our thinking and help us escape the counterproductive conventions of the past? In this article I propose new genres to help better simplify and explore game design.
Nintendo has revealed more information about the Switch hardware along with some games. It’s a subversive and risky powerplay, and I’m extremely interested in how this will turn out. In this article I’ll give the pros, cons, and most importantly, the possibilities of what the Switch represents to the gaming industry, which means I’ll also be talking about the current sad state of the console industry itself.
Bottom Line: IO Interactive brings polished professionalism to dirty work — and then keeps the hits coming.