Evolve is designed around an ideal situation: You knowing and understanding your role within the group, playing with others who similarly understand their own unique roles, all of whom are in constant communication with each other. In that moment, with those people, Evolve is a fantastic and exciting experience, but the real world is often less than ideal, which raises the question: Should the design of a game dictate the nature of the community that plays it, or should the community dictate the design?
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Valiant Hearts and Never Alone are what I would call docu-platformers—puzzle-platforming games that seek to educate the player on some aspect of history or culture. As such, they share a striking similarity in approach. They purposefully avoid being literal or realistic, instead cherry picking certain aspects of World War I or Iñupiaq culture that can be easily integrated into the typical puzzle-platformer gameplay. They then use collectibles to expand upon those gameplay moments.
It has been months since I played Alien: Isolation and going back to it now feels strange. It’s still the most impressive big-budget horror game to come out in recent years, but compared to Resident Evil HD Remaster, it also fails to live up to the horror standard of 1996.
In my review of Resident Evil HD Remaster, I made a point about how the game feels like the next evolution of the series. Part of that, which I wrote about in the review, is based on a comparison to Resident Evil 6 and a consideration of how that game was received by critics and fans and what Capcom might do as a response. But as I played Remaster (and can we give Capcom credit for not calling it REmaster?) I was also thinking of another game: Dark Souls.
Returning to Resident Evil has been an eye-opening experience. I’ve come away with a better appreciation for the game’s design and pacing, but also, unexpectedly, its writing. Resident Evil is a better written game than people remember or give it credit for. That might be an odd compliment to give a game that’s mostly remembered as a cheesy B-movie at best, what with its classic lines like, “You were almost a Jill Sandwich” and “Here’s a lockpick, it might be handy if you, the master of unlocking, take it with you.” I’ll admit that dialogue has never been its strong suit, but I’m not talking about the dialogue. What impresses me is the text descriptions that pop up when you examine things in the game’s environments.
// Moving Pixels
"Speed is the pornography of video games. Like adding skin to a film, adding speed to a game isn't usually about making the game a more thoughtful experience. It is about exciting its audience's instincts on the most visceral level possible.READ the article