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    1 day ago

    Dishonored

    This was a pinnacle showcase of how interactive a game could be. The sandbox design not only encouraged your creativity but met it beat for beat. This was also the game that made me understand how much world design and atmosphere matter. Making a world feel believable with environmental story telling is incredibly difficult but so satisfying. To this day, not been dethroned.

    Team Fortress 2

    Balance, class design, character design, game mode design, and a touch of jank; all in the name of what is the most fun. I see this as the grandfather of Deadlock and The Finals; both games I come back to more often than TF2 but who’s DNA matches closest.

    UNBEATABLE

    Trusting your audience with regards to story telling and leaving things unsaid. Also importance of a banger soundtrack.

    Sekiro

    Importance of tactility and flow. Quick, slow; quick, quick; slow. Technically a rythm game too.

    Z.A.T.O.

    A showcase of how little you need to make a game and still have it feel impactful. Also importance of picking a target audience and nostalgia. Also visual novels rule.

    NieR Automata

    Do NOT **** android women