Deus Ex: Human Revolution, the prequel to
the legendary PC classic developed by a freshman team at Eidos Montreal, received universal acclaim, but one point that many people seemed to dislike were the boss battles.
While they have their defenders, Rock Paper Shotgun
described them as "Feeling as though they were programmed by another team, from another planet, they absolutely, unequivocally do not fit in this game." As it turns out, they actually were designed by a contractor, the AI specialists
GRIP. Here's a promotional video with GRIP's president,
explaining their sins. (via Sesquiculus on MeFightClub)
[more inside]
posted by The Devil Tesla
on Sep 6, 2011 -
140 comments
Snailiad: The snails of Snail Town have gone missing! Use your power to climb walls to explore a Metroid-like world to find all the secrets also snails. YAY!
posted by The Devil Tesla
on Jun 28, 2011 -
11 comments
Alphaland: your friend has sent you a game in the alpha stage of development, but it soon becomes clear that there is more there than just the test level.
posted by The Devil Tesla
on May 4, 2011 -
44 comments
Games industry news site
Gamasutra regularly posts "
postmortems," features by game developers talking about what went right and what went wrong during the development of a game. They are remarkably candid and offer a close look at how the games were made, and often focus on awesome obscure and/or
independent games. Some of the best: Dejobaan Games'
AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity, Erik Svedäng's
Blueberry Garden, ACE Team's
Zeno Clash, Square Enix's
The World Ends With You, Quantic Dream's
Indigo Prophecy, and
Defense of the Ancients. The one for Deadly Premonition (
previously) is unfortunately not available for free online, but there are
highlights and an
interview. Also great:
Where Realtime Worlds went wrong, a series of blog posts about the problems surrounding the currently-flopping MMO
APB.
[more inside]
posted by The Devil Tesla
on Sep 24, 2010 -
24 comments