Replaying MGS4, it struck me how so many little things in this game were not explained and how revolutionary a lot of these choices really were.
It made me want to discuss certain moments, mechanics, or features that are master-strokes in gaming. Doesn’t mean the game is perfect or the mechanic is perfect but something that was expertly done that might define that mechanic for you.
-The Nemesis System in the Mordor series.
-The arms race/gameplay loop of X-Com 2
-Dialogue/Choice system in Disco Elysium
-Deus Ex/System Shock 2 for immersive sims
-The Last of Us (Opening and ending)
-Bloodborne’s use and subversion of Lovecraftian Horror.
-Pathologic 2 and how it creates a video game that actively goes out of its way to make its mechanics less fun to create a masterpiece of story telling
It made me want to discuss certain moments, mechanics, or features that are master-strokes in gaming. Doesn’t mean the game is perfect or the mechanic is perfect but something that was expertly done that might define that mechanic for you.
-The Nemesis System in the Mordor series.
-The arms race/gameplay loop of X-Com 2
-Dialogue/Choice system in Disco Elysium
-Deus Ex/System Shock 2 for immersive sims
-The Last of Us (Opening and ending)
-Bloodborne’s use and subversion of Lovecraftian Horror.
-Pathologic 2 and how it creates a video game that actively goes out of its way to make its mechanics less fun to create a masterpiece of story telling