Hellblade: Senua’s Sacrifice – The Combat System, Lack of HUD, & Conveying Psychosis
Hellblade: Senua’s Sacrifice is a psychological, cinematic, story-driven game, yet the combat system is one of the best I’ve ever had the pleasure of playing. We will discuss how the combat is conveyed through Senua’s character, how everything is displayed and communicated to the player when there’s absolutely no HUD, and how the up-close and… (0 comment)

Pyre – Real-Time & Turn-Based Through the Wonders of the Reader… & Character Mechanics
Pyre is a sporting event with unprecedented mechanics that align to create a real-time, turn-based RPG inside of tightly-woven, character-centric visual storytelling. The way the game grounds itself in rituals and the way the characters are introduced blend together an experience with a lenient learning curve that grows in complexity and depth.… (0 comment)

Beyond-Human – Potential Metroidvania | Kickstarter Analysis
Beyond-Human has vast potential and obvious, invested love, but has the vitality of a mayfly. While the swordplay is exceptional, the gunplay and the level design simply can’t coexist in its current state — with its many tight hallways, unexpected dead ends, and aliens. The video includes Max’s thoughts and boss discussions. The post is… (0 comment)

Sniper: Ghost Warrior 3 | First Impressions Analysis
Sniper: Ghost Warrior 3 is a game where we can be a.. Sniper.. Ghost.. and Warrior? As we run through its dialogue and scenes for context, we discover core gameplay trapped beneath atrocious dialogue, story, and characters. The tutorial especially oozes with potential after a not-so-oozing cutscene. So, the question beckons: What did Sniper: Ghost… (0 comment)

NieR: Automata – Evade & Perfect Evade | Mechanical Analysis
NieR: Automata manages to make movement smooth, fluid, and effortless through only one button press. Its ingenuity in creating a hybrid system that encompasses the entirety of movement is a carefully well-thought-out system that complements the combat, animations, and overall pacing of the game. Sprinting and Evading are tied to one button — R2. Standard… (3 comments)