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Dark Souls

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Lore and worldbuilding have the power to ignite passion in players and fuel an immersive experience. At their best, lore-driven games create a sense of mystery and discovery that motivate players to explore each part of the world. However, some recent games have exploited lore and ambiguity primarily as a marketing tactic, rather than using it to enhance gameplay or build meaning. This phenomenon highlights the need for more balanced, player-centered design. When developers commit to transparency and ethical practices, lore can be used to strengthen community trust and craft impactful stories. But that depends on valuing immersion and artistry over profits alone. We’ll dive into the history of lore focused games, what happened and where to go from here. This is all inclusive of the entire indie scene, even if there’s a heavy emphasis on mascot horror. It makes the best example and we’ll avoid referencing mascot horror to…

Supraland is super fun, at least in my opinion. You have a game that basically has all the components you need – dark souls level combat, Metroid for the NES complexity to advance and Zelda like puzzles. Well, maybe it’s not as hard as a souls game and maybe Metroid for the NES is probably way more confusing, but I’ve had a blast with it. We’ll start off with some general tips that’ll get you through 80% of the puzzles and then I’ll provide a very brief spoiler free walkthrough to get through the main story. The real point of the game is solving the puzzles, but there are a few areas where it can be a bit challenging. At the end we give some more direct answers to common issues in the game to help you get past some of the more challenging parts. Most of the same advice…

The year was circa 2002. Ragnarok Online was getting long in the tooth and I was invited into a mystical world that existed only until 2005, which was Dark Age of Camelot. The entire game itself was I would argue harder than Dark Souls. Soloing anything was next to near impossible and leveling required a group and lots of patience. FFXI, while not my cup of tea, was in many ways similar and players have similar opinions. The point of the game, the success, came from community. Building community with like minded players who wanted to sit and chat and play a video game together was your reward. It wasn’t power. It wasn’t fame. It wasn’t prize money. It was friendship, something we’ve long long lost in online gaming. To level, you would have to have a stereotypical archetype group of a tank, healer and DPS. The tank could only…

Don’t Die, Minerva! (Steam / Xbox) has an early access release date: December 5, 2019. This is really cool for a myriad of reasons, the first being that it’s being developed and published by Xaviant, a gaming studio in Dawsonville, GA a short hop / skip / jump (and 3 exits) away from Dot Matrix Media. They’re known for the The Culling series, if you’ve ever heard of it and for being one of the few studios here in Georgia. The other cool thing about the game is that it’s a rouge-lite that takes Luigi’s Mansion and throws it into the spooky adventure horror genre that it belongs. You’ve got procedural generated dungeons, loot and enemies along with difficulty ranging from “I just want to see the pretty graphics and story” to “typical Dark Souls comment.” I mean, Dark Souls is pretty much a difficulty slider setting at this point.…

It’s hard to get the point across with a single game, even with two what you are trying to say can get lost in everything that you are trying to do. The third game is what gives your gaming audience the time to digest what you want them to see which in this situation it is the kind of games you want to make. With the release of Sekiro: Shadows Die Twice we can finally see what kind of games that we can continue to expect out of From Software, historically inspired, dark, and difficult RPGs. First, let’s look at what exactly the first “Souls” games were and how they laid the foundation for what this game pattern that I’m talking about. Demon Souls is a medieval inspired RPG that pits you against, well obviously, demons of all varying shapes and sizes that make staying alive more than a little…