The best PC games ever Best PC games of 2018 Best graphics card 2019 Best free games Dota Underlords builds Teamfight Tactics guide

Posts tagged “The Mechanic”

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…

Tagged with , , , , , , , , .

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…

Tagged with , , , , , , , .

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…

Tagged with , , , , , , .

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,…

Tagged with , , , , , , , .

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…

Tagged with , , , , , , .

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…

Tagged with , , , , , .

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…

Tagged with , , , , , , , , .

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…

Tagged with , , , , , .

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…

Tagged with , , , , , , , , , .

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…

Tagged with , , , , .

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…

Tagged with , , , , .

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…

Tagged with , , , , , , .

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…

Tagged with , , , , , , , , .

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…

Tagged with , , , , , , , .

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…

Tagged with , , , , .

Feature: The mechanic of a bloody mess

How Viscera Cleanup Detail makes menial work fun

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Viscera Cleanup Detail [official site]. Viscera Cleanup Detail is a game about cleaning. You’ll wash blood and slime from floors and walls and pick up rubbish, bullet casings and body parts. Your slop will spill, your ichor-covered boots will leave prints over surfaces you’ve worked hard…

Tagged with , , , , , , . .

Feature: This game blew up

How Company of Heroes made a destructible battlefield

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Company of Heroes [official site]. The Tiger tanks come rolling in, the artillery comes thundering down. Walls are blown wide open, buildings collapse on themselves. In Company of Heroes, the battlefield is ever-changing, munitions cutting into the map new opportunities for flanking and to be flanked.…

Tagged with , , , , .

Feature: It starts aboard that flight

How a cargo plane sets up Playerunknown’s Battlegrounds for greatness

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Playerunknown’s Battlegrounds [official site]. Somewhere across Erangel’s 64 square kilometres of towns, villages, hills, rivers and sea, 100 players are running, looting, driving and shooting each other. With every one of them having an average of well over half a square kilometre to themselves, it might…

Tagged with , , , , , , , .

Feature: The long arm of the maw

How Little Nightmares’ horrible characters were animated

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Little Nightmares [official site]. The figures you encounter in Little Nightmares are grotesque. Disproportioned and baggy in places they shouldn’t be, the way they look is one thing, but it’s the way they move that really clinches the deal. Their staggering, shuffling and lumbering captures the…

Tagged with , , , , , , , , .

Feature: With no plan and constant iteration

How Inside’s levels were designed

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Inside [official site]. Playdead don’t design games in the same way that other studios do. They’re the result of a process where nothing is written down. There’s no script and no design document. No member of the team owns any aspect of what they make and…

Tagged with , , , , , , , .

Page 2 of 4