A decade may feel short, but it's still a great time to create an art catalog. As AAA studios worked to create bigger and more expensive games in the 2010s, another indie developer helped shape our way of thinking about video games, using narrative decor, clever editing, and a general sense of gaming. The developer is Brendon Chung and his independent studio, Guest Games.
The Dog Games have been around for a decade now, but Chung's catalog of work extends far beyond that. Chung worked at Pandemic Studios, a development studio behind similar games Star Wars The Wars of the Past series again Saboteur. Prior to that, he was a major moderator of similar games Earthquake 2 and Half life. He did A resident of Abel series, which uses old-school shooters to play with level design and provide quirky twists. There were strong levels of gravity and rotating spaces, the last managers who were not the last bosses. That quality of play grows over time, leading to a positive test like Power Power
Power Power was technically released in 2009 but Beundo & # 39; s official oeuvre debut. Video games, especially in the AAA space, mostly apply to what has become common wisdom in narrative construction: the player is a very important person. Chung's game question is that thought, which puts an emphasis on the world the player is in. Power Power is probably a good space exploration game where players pretend to be cocktail parties and go into hotel rooms to find a secret charm. There is a stylish signature and a light, blocky style, and at first, players will be forgiven for thinking that it will play just like any other fairy tale – levels and objectives, cool gadgets, conspiracy theories that convey important facts. That does not happen. Instead, after completing a portion of their equipment, the player is shot and their intelligence seized by his opponent's agent. The chase is played out and when success seems to be arriving, players turn the corner and get shot again. They fall off the porch and that's it. There are no good sites, no facts that shake the world.
(Note: In order to talk about Alien's games, I'll have to talk about their ending.)
This connection, this disappointment is important and is a lesson that AAA games are still confusing. It works in line with the original concept of gaming, which looks to choose and control more than anything else. A twist like this happened in a controversy earlier in the AAA space in 2007 BioShock
Power Power followed Thirty Flight Of Love, which I think is one of the most important games of the last decade to discover what can be done with the game's introduction. Another smart piece of game design is to treat news and gameplay as separate pieces. You had action scenes, and then you had cutscenes in which the story was conveyed. Half life
It may sound like I'm overusing the importance of these games, but I don't think so. Chung's exit challenged the way games work, never underestimating the classics that set the first frame. In 2016 Quadrilateral Cowboy built on the idea of using the hacking terminal and writing basic code to solve the puzzle. It is, in a way, a game about loving the structure of a game structure. It's about enjoying the world, enjoying the code, and appreciating how one change can create great things. The creation of Bgeni Games, of all its challenges and downsides, is all about love games. Loving the weird worlds we make, kicking it and transforming it into new shapes. That play didn't just create a bunch of cool games (I never said it Flotilla!) it helped move the games forward. Here is another decade.