World War Z and The Walking Dead take a similar conceptual approach to the zombie apocalypse, but have fundamentally different views on human society. The basically optimistic World War Z suggests that social problems are a surface malady that the zombie apocalypse would strip away, letting the moral strength of mankind ultimately show through triumphantly. The Walking Dead, on the other hand, sees social order and altruism as artifice, a contortion of natural human behavior that falls apart once the zombies consume the social mass that held it in place.
Like many people who played Telltale's episodic game, The Walking Dead, I had read and enjoyed many of the comics beforehand. I appreciated that they took the subject seriously. I don't mean that in the sense of a John Romero film, where the zombies themselves are rather silly but serve to illustrate serious social questions. Rather, like World War Z, The Walking Dead decides on a set of rules about zombies and a premise about people, and unflinchingly follows those principles into the abyss.
Here's the full interview with Greg Rice, producer at the great indie studio, Double Fine Productions! If you're not already aware, Double Fine is the home of gaming legends Tim Schafer and Ron Gilbert. Their past console successes include Psychonauts and Brutal Legend. Their more recent games include the downloadable wonders Costume Quest, Iron Brigade, Happy Action Theater, and Stacking!
....Oh yeah, and they raised millions on Kickstarter in mere days to fund their upcoming adventure game; and don't you know that Greg had a huge part in this!?
The guys at Extra Credits look into incorporating imbalance in a game. Ironically, imbalance is just the thing that when worked into character classes, weapons, tools and gameplay rules can wind up giving both the wet-behind-the-ears newbie and grizzled veteran new strategies as each plays and progresses through a game.
In the wake of the success of Obsidian's Project Eternity Kickstarter, supporters are eagerly watching the stretch goals to see what promised goodies will be put into the game. Meanwhile, I am hoping to see one thing left out: voice acting. Done correctly, voice acting can significantly improve a Japanese RPG. However, recording voices for characters diminishes a Western RPG, regardless of the reading's quality. For this reason, I feel that Western RPGs should avoid having voiced dialogue.
The Great Giana Sisters is a game with an unusual history, but what started off a flagrant imitation of Super Mario Bros has evolved into a successful platform series. Designed by the now-deceased founder of Black Forest Games, the company has finished a Kickstarter project to release a brand-new game for the series that will serve to celebrate the original title's 25th anniversary. Freelancer Christopher Floyd spoke to the team to get the skinny on the benches that morph into coffins, "chiptune metal," and the full story on Giana Sisters: Twisted Dreams.
Extra Credits has an interesting two-part discussion about the hero's journey, a concept explored by Joseph Campbell's The Hero with a Thousand Faces. Thatgamecompany's Journey is the game example featured here (along with The Legend of Zelda) but this seems to be a concept exploited in all entertainment genres.
What do all of these big-name games have in common? They were all worked on by a studio you might not recognize—Demiurge. After helping the big boys with these heavy-hitting titles, they've stepped out of the shadows with Shoot Many Robots, their own original IP.
The guys at Extra Credits take a look at "power creep." For those that don't know, power creep is when elements introduced in a game grow in power compared to when the game was originally launched. Or something like that. Given how prevalent persistent worlds have become and how common it is for games to be patched with new areas, features and items, power creep can become a huge issue for the loyal fanbase. This Extra Credits video takes a look at power creep and solutions that would fix it—or at least keep it at bay.
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