I'm pretty sure Dragon's Lair is the original QTE (Quick Time Event) game. Since I've never actually seen the game's ending, I decided to check it out on the Playstation Network. Even with audio cues and control hint overlays, a few of the sections were really tough! In the end however, I was able to finally view the entire animation uninterrupted.
/checks that off the bucket list.
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Showing posts with label games. Show all posts
Showing posts with label games. Show all posts
Thursday, December 16, 2010
Friday, August 6, 2010
Alan Wake (mini) Review
I just finished up playing Alan Wake and the subsequent DLC "The Signal" on the X360. Of course you can get all your review goodness at MetaCritic or GameRankings, but let me do a quick summary.
The Good
The Good
- Environments: Some of the best forest and mountain environments I've ever seen.
- Writing: The narrative, characters, plot twists, and back-stories were all superbly crafted.
- Mood: Remedy did an excellent job evoking dark, foreboding, and oppressive feelings.
- Production: High production values. I loved the episodic feel and story recaps.
- Lighting: Outstanding ambient lighting worked in harmony with the flashlight.
The Bad
- Controls: The controls (both player movement and camera rotation) seemed sloppy to me. It's like the designers got it to an acceptable level and moved on to other tasks. This was unfortunate because the game requires you to be nimble with the camera control in respect to enemy spawning (more on that later).
- Animations: Overall, your avatar's animations were generally good. What I found frustrating was the "extra steps" the character took after running and jumping. I died on a couple of simple platforming scenarios because of this. Where's the blending? You mean to tell me the animation has to complete before additional player input is accepted? Unacceptable.
- Questionable world population: I understand the design choices that were made to create the sense of "make every shot count" a la the Resident Evil Series. I also love ammo-conservation gameplay as much as anyone else, but there were a few occasions that I ran completely out. With no other options available, I would end up running back to the beginning of the level searching for precious bullets. From those early experiences, I learned right away to scour every building, shadow, and pixel before moving onward. "Forced Discovery"... really?
The Ugly
- I propose an addendum made to the "How to design games" handbook that reads: "Thou shall not spawn enemies behind the player". Look, I understand that design philosophy is subjective, but in the case of this game, it was unfortunately exacerbated by the imprecise controls and flashlight mechanics. Yes, I realize the designers tried to mitigate it by giving the player visual and audio feedback (preview cam) but I still don't like it.
The Truth
Buy this game. Not only will you enjoy it, but it will stay with you long after you hit the eject button.
Wednesday, October 22, 2008
Hassel the Hoff
In conjunction with our Movie Studio release we'll also be offering David Hasselhoff as a playable (read: launchable) character! It really is kind of a first for our medium and it's pretty neat to hear all the excitement being generated by this announcement. People magazine has done an article about this as well.
Video
Video
Sunday, October 19, 2008
PAIN - Movie Studio
One of the great things about working on a PSN game is that we produce frequent DLC (download-able content). This also means a shorter development cycle - which is good for keeping customers interested in your product and keeping your work hours normal. Anyhow, with that said, below is what I worked on in the past few months. I think it will be out on November 18th... Happy Birthday Mom! =)
PAIN Movie Studio Trailer
PAIN Movie Studio Trailer
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