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Posts tagged “The Mechanic”

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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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…

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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.…

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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…

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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…

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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…

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Feature: Tipping the balance

How Crawl found the fun in unfairness

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Crawl [official site]. Crawl is a game about cooperation, betrayal and murder and accumulating enough eldritch power to kill a god. Made by Australian indie Powerhoof, it’s a couch multiplayer game played with up to three friends, but only one of you can be the hero.…

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Feature: On the joys of multiple solutions

Charting the puzzle depths of Cosmic Express

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Cosmic Express [official site]. There are many reasons why puzzle games designed by Alan “Draknek” Hazelden sit on top of the form. There’s the puzzles, for one thing. They’re pretty good. They explore seemingly simple rulesets and find in them huge and satisfying challenge, dragging you…

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Feature: Inside the clockwork machine

How Hitman’s Hokkaido level was made

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Hitman [official site]. Hitman developer IO Interactive is really good at making believable environments. Did you ever play Kane and Lynch 2? Seriously, its Shanghai is something to behold, a city of broken pavements, back alleys crusted with air-conditioning units and construction sites littered with cellophane-wrapped…

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Feature: A game deserving of more attention

How Unexplored generates great roguelike dungeons

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Unexplored [Steam page]. “Dungeon crawlers are very much the hero’s journey, where you start off as a nobody and end up as the big hero,” says Joris Dormans, creator of realtime dungeon crawler Unexplored. “Or at least that’s the plan.” Unexplored creates great hero’s journeys. As…

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