Tag Archives: adventure game

What Separates Zelda: Breath of the Wild and Horizon: Zero Dawn From Other Games?

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With lots of hype comes lots of scrutiny. As of this writing I haven’t touched either Nintendo’s The Legend of Zelda: Breath of the Wild or Sony’s Horizon: Zero Dawn, and before I (or you) do I think it would be good to examine that scrutiny and think about what each game needs to do to rise above it. Continue reading

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Big-Budget Adventure Gaming In 2016

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I just finished up The Last Guardian, and playing through it got me thinking about how some high-budget games in 2016 have sort of brought back adventure game elements in that sector. For a while now most big-budget console games have pretty much just been about killing things (or playing sports), but we’ve got some examples this year that seem to have varied up their pace and tempo with non-action elements. Continue reading

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[Halloween 2016] Why/If You Should Play The Original Resident Evil

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For Halloween I’d been meaning to finally grab the HD remaster of the 2002 remake of the original Resident Evil, install it on my laptop, and play it while waiting by my front door to give out candy. The PC version is half-off on the Humble Store as of this writing (still Steam DRM though). I played the 2002 Gamecube version extensively, but spent a little bit with it before Halloween to remind myself just what it was about this game. By many modern standards it might be considered an awful game, but depending on your mindset and expectations it might still be a great game. Continue reading

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Until Dawn, Adventure Games, and Console vs PC Graphics

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Another game I checked out to catch up on the PlayStation 4 is what will probably be my only run through Until Dawn. Word-of-mouth gave me the notion it was basically “what if a David Cage game had better writing?” Its grasp of the kind of story it tries to tell in an interactive way does it a great service and makes it something unique even among adventure games, though it could still learn a few things from adventure games. Until Dawn is also possibly one of the best showcases of what consoles are still capable of, but not in the way you might think. Continue reading

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Demo Smorgasbord

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I’ve had a bunch of demos backed up on various devices over the last few months so I figured I take this time in-between full games to check them out. People think demos are dead but that’s really only the case for western blockbuster games. Indie developers and Japanese developers still do them pretty regularly. I’m just gonna talk about a handful of the ones I did get out of the way. You could call it sort of a demo backlog. Continue reading

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The Silver Case — A New Phase For Japanese Adventure Games On PC?

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I found the time to try out the demo for the PC remake of Suda51’s The Silver Case, which got me to look at a trend that seems to be increasing on PC these days — visual novels and Japanese adventure games. This has been going on for some time now, but I wonder if we’re starting to see a new phase this year and if Silver Case might lead to similar scenarios in the future. Continue reading

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What Really Goes Into The Cost Of Games?

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Recently it seems people are increasingly becoming unsure about the pricing of independently-released games. The most recent case of this was a thread on the Steam forums for Firewatch where over the weekend one of the game’s developers stepped into the conversation when the thread starter suggested they might refund the game. The developer’s response get’s at the heart of what I think is a discrepancy between how customers see the value of a game and how developers and publishers see the value of a game.

Of course we also saw this conversation creep up when The Witness, which I haven’t played, launched at $40, but I’ve been thinking about this at least since Gone Home launched for $20. As indie developers get more experienced and the tools at their disposal get more powerful, we’re starting to enter a new stage where the perceived value behind their games is markedly increasing, but that perceived value comes from a lot of different factors involved in making games.

A lot of people seem to think of just one thing when talking about game pricing: the length and amount of entertainment in the package. I think we need to remember that when pricing games developers and publishers are also probably factoring in things like production budget, the man hours spent making the game, and sales expectations, all coming together to create a target they need to hit to break even or make a profit. I say this without any real knowledge of the business or economics or whatever, but I think there’s some common sense in looking at those factors compared to what the enc consumer sees. Continue reading

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Indie Game Radar: Super Galaxy Squadron, Murder

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I guess I’ve decided to tear through a bunch of the smaller games I bought on Steam over the last year or so while I’m not busy with anything really big. Coming off of Super Star Path I actually managed to thoroughly play a couple more games I bought during the last steam sale at basically non-existent prices. Continue reading

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“SOMA”: The Scale Between Walking Simulator And Adventure Game

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If you’ve read any review or impression of Frictional Games’ SOMA, you probably know how it isn’t really a horror game. People call it a straight-up adventure game where monsters show up every now and again, possibly to appease the YouTube audience Frictional sort of helped create with Anmesia: The Dark Descent. I agree with those sentiments, but I also think SOMA is just about the right mix of adventure game that I’ve been waiting for.  It also might be the best one of these “not really a game” games I’ve played so far. Continue reading

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The Witcher 3 Was Almost An Open World Adventure Game

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The Witcher 3 has pretty much been received as a seminal, almost flawless game in the eyes of many. While I’m inclined to believe it is one of the best crafted video game worlds I’ve seen in recent times, I feel I must talk about one of the few but persistent things that keep it from perfection. One of Witcher 3’s main elements brings it close to a kind of video game I’ve long wanted to see, but falls just shy of the goal. Continue reading

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