Comments on: Editorial: Press Start http://lusipurr.com/2014/11/13/editorial-press-start/ Fri, 06 Jan 2017 04:46:01 +0000 hourly 1 https://wordpress.org/?v=4.7 By: SiliconNooB http://lusipurr.com/2014/11/13/editorial-press-start/#comment-83255 Fri, 14 Nov 2014 18:46:36 +0000 http://lusipurr.com/?p=12067#comment-83255 I couldn’t disagree more about the Resident Evil series. When I think creepy locations giving way to industrial setting I always think RE2 and RE4. Once both of these games move to the industrial setting they are certainly no longer as creepy as their low-key early moments, but the trade-off is that they become rollercoaster rides. Far from hurting the pacing of either game, they serve to shift up a gear and maintain player interest through new gameplay and new visual settings.

The opening village section is easily the best and most iconic part of RE4, but if a similar setting and pacing were continued throughout the game’s length then I think that many players would tire of the experience. The best games tend to build from a trough to a climax and then often back down again – RE4 did this expertly.

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By: Lusipurr http://lusipurr.com/2014/11/13/editorial-press-start/#comment-83195 Fri, 14 Nov 2014 03:49:29 +0000 http://lusipurr.com/?p=12067#comment-83195 Game beginnings are among my favorite parts of so many titles. Of all my favorite games that sit in my personal top ten, my favorite part of them is the opening few hours. And since no game is perfect, these games also contain flaws, and most of them tend to be contained near the ending.

This, this, this. There seems to be a trend that game production linearly follows the game narrative–so, when a game is rushed out the door, it is the ending, not the beginning, that suffers for it. There is no necessity that development need proceed so, but I can see why it is done (and there are several good, technical reasons for this as well).

A sad case in point would be our current playthrough of Vagrant Story, which is ostensibly a dungeon crawler and as such the game does little to vary its content and pace. Every room is an encounter, one that demands full attention and use of the proper tools to handle the threats. The enemies in these rooms respawn upon reentry and the game requires some degree of backtracking. The experience puts the Crawl in Dungeon Crawler, which ultimately just leads to fatigue.

Very true. You should say so in the Vagrant Story thread.

Confess now, my child, and I promise not to tell Fearless Leader of your transgressions.

I see and hear all.

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