The 3 Pillars of Combat – A Concept

When you want to create a game, what do you start with? The Story? The Characters? A Vacuum Cleaner (like Nintendo did it)? (A) certain core mechanic(s)? If you’re a creator like this the possibilities are seemingly endless if you have enough motivation, skill and eventually money. I am currently here thinking how a game from myself would look like, as I want to go into the direction of being a Game Designer. I now proudly present a concept of a formula for Beat’em’Ups which I call “The 3 Pillars of Combat”.

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Nier Automata isn’t as perfect as I wanted it to be – Gameplay Analysis

Nier: Automata, developed by Platinum Games, published by Square Enix, directed by Yoko Taro. This is a tale of a me going into this game with very wrong expectations and who paid the prize of believing all those big magazine Reviews.

“No Action Game Fan should miss this masterpiece”.. translated quote from IGN Germany. When all those reviews came up, I was hyped to get Nier: Automata, saw so much potential in the game, in the combat, in the gameplay and combining that gameplay with narrative.

However, it ended up being a clash of two forces who each had their own gameplay philosphy that went into two different directions, Taro and Platinum. In this article I will explain all the gripes and grips I had with Nier Automata, including positive and negative aspects.

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Understanding Umineko No Naku Koro Ni – A Problem

I’ve been writing on an Umineko Review for way too long now and I pretty much gave up at this point. This was due to me not knowing how to spoil as few as possible, as pretty much all praise I give towards Umineko with the exception of the Soundtrack leads into a spoiler. This is not the only problem, the bigger issue is that I myself, the one who writes the review does not fully understand Umineko.

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