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Posts tagged “The Mechanic”

Feature: Pilot a giant land boat

How Far: Lone Sails puts you on a journey through sound

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games. This time, Far: Lone Sails [official site]. It’s there when you first start the engine, in the hiss of steam as you press the ignition button and the rumble as the great wheels begin to turn. Then the music swells and you know the journey…

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Feature: Matchmaking magic

How Destiny 2 works

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games. This time, Destiny 2 [official site]. When you go down to Destiny 2’s European Dead Zone, you’ll blast your way through crowds of the Fallen and run past other players. Perhaps you’ll also have a friend by your side as you stumble across Public Events…

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Feature: Little rats and burly men

Why it feels great to hit things in Vermintide 2

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games. This time, Warhammer: Vermintide 2 [official site]. In designing Vermintide II’s melee combat, Mats Andersson ran through the same preset level 50 times a day for two years. This hodgepodge of the game’s most distinctive areas, enemies and swarms makes no sense and it looks…

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Feature: No limit on complexity

How to take SpyParty from a 1000-hour to a 5000-hour game

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games. This time, SpyParty [official site]. If Chris Hecker was going to make a mistake with SpyParty, he wanted it to be the opposite mistake to the one Spore made. The way Hecker sees it, Spore’s problem was that it was all accessibility and no depth.…

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Feature: Game dev is hell

The problem with building a car in Jalopy

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games. This time, Jalopy [official site]. ”A lot of people have made the correlation between game development being a janky mess and the car in the game being a janky mess,” says Greg Pryjmachuk, the sole developer of Jalopy, a game about driving a Laika 601…

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Feature: Dash it all

Why Celeste’s dash feels great

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, mountain-climbing platformer Celeste and the importance of timing in its movements and kindness in its code. Early last month, the makers of Celeste released the source code behind the game’s star, Madeline. Across 5472 lines and in variables like…

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Feature: Mining the light fantastic

How Deep Rock Galactic mines fun from absolute darkness

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Deep Rock Galactic [official site]. The moment Deep Rock Galactic took my imagination was when I saw its dwarf miners throwing flares into the inky blackness of a cave in its E3 trailer. Few games do darkness, and here…

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Feature: The UI is your greatest weapon

Into the Breach’s interface was a nightmare to make and the key to its greatness

This is The Mechanic, in which Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Into the Breach [official site]. “I think we were resolved to having a UI nightmare from the beginning,” says Matthew Davis, co-designer and programmer of Into the Breach. “When we decided we had to show what every enemy…

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Feature: Blending Rogue-likes with CCGs

Why revealing all is the secret of Slay The Spire’s success

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Slay the Spire [official site]. Slay the Spire is a deck-building card game about careful attack and defence. And poisoning. And letting your own blood to amplify your damage, and hitting each enemy every time you lose a card,…

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Feature: Kinetic engineering

How Iconoclasts makes platforming flow

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Iconoclasts [official site]. Iconoclasts is a platformer that feels great to play. As Robin, a daring mechanic armed with a wrench and a stun gun, you’ll run, jump and shoot your way through sprawling multi-level areas, enjoying precise movements…

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Feature: Land of Tiles

How Gorogoa is a game about fitting things together

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Gorogoa [official site]. Gorogoa is a game about fitting things together. Fitting a detail in one image with a detail in another and see how it produces something new. And in making it, developer Jason Roberts found that making…

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Feature: Turbulent tales

How killing permadeath in Darkwood led deeper into the forest

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Darkwood [official site]. “All roads lead deeper into the woods,” says one of the twisted characters in Darkwood, an excellent and haunting game of survival in a nightmarish forest. There are horrors in its tangles of subsuming wood, things…

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Feature: Kill your darlings

How an amputation saved Quadrilateral Cowboy’s life

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Quadrilateral Cowboy [official site]. Quadrilateral Cowboy is a firstperson puzzle game about a group of hacker friends who stage heists across a set of increasingly challenging missions. Together they tell a surprising and affecting story of professionalism, friendship and…

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Feature: How to build an empire

How Total War: Warhammer’s Mortal Empires engineers a world of unending war

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Total War: Warhammer’s Mortal Empires campaign [official site]. Mortal Empires is the logical conclusion of Total War: Warhammer. It asks this: what happens if all the races, factions, legendary lords and terrain of both Total War: Warhammer and its…

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Feature: Peering through the transfer window

How 25 years of AI development and messy reality shape Football Manager

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Football Manager [official site]. Do want to play a cavernously deep simulation of a world of viciously competing factions? Do you dream of leading your people to glory and dominating all comers? Do you relish bending complex systems of…

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Feature: Games are hard to make

The long, hard, journey behind the design of Dead Cells’ player builds

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Dead Cells [official site]. When Dead Cells was first released in Steam Early Access in May this year, Sébastien Bénard was shocked to see how people played the game he’d spent the previous three years designing. “It was quickly…

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Feature: A simple solution

How What Remains Of Edith Finch guides players with words

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, What Remains of Edith Finch [official site]. The Finch house fits together in a jumble. The original building serves as a foundation for the floors that teeter on top and its rooms connect in strange and confounding ways, through hidden passages and external ladders. The whole…

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Feature: It's all about freedom

How multiplayer makes Divinity: Original Sin 2’s singleplayer great

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Divinity: Original Sin 2 [official site]. It’s the holy grail for RPGs, right, that perfect mix of a strong story and freedom to do what you want. But if players can do anything, how do you tell them a story in the right order and without…

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Feature: Press play

How Tacoma tells a non-linear story with ghosts

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Tacoma [official site]. Fullbright is running out of things to steal from the Shock series. “Like, we made a game that is basically about audio diaries for Gone Home, and now we’ve made a game that’s basically about the ghost sequences in System Shock 2 and…

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Feature: Everything explained

How Everything conjures infinity with camera tricks

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Everything [official site]. Everything is a game about everything. You can play as everything. Planets and hairs, whales and articulated buses. Pollen, spiral galaxies, tents, penguins - you get the picture. Within a few seconds, you might have moved from being a tardigrade floating on the…

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