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Posts tagged “The Mechanic”

Feature: Beasts of burden

How Guild Wars 2’s mounts were made

Every MMO has to have a mount. Mounts are a reward, a step in the endgame that helps you feel like you’ve finally mastered an MMO’s world. Finally you can get around quickly. No more of that plebeian walking. And with the game feeling like it’s in your grasp at last, you even get to show off your achievement with the flamboyance of your steed.…

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Feature: *screaming dial-up noise*

How Hypnospace Outlaw’s 1990s internet was made

Hypnospace Outlaw is a game about surfing a fictional 1999 internet, a web of GeoCities-like pages made by a community of weirdo artists, rock stars, scammers, edgy teens, pastors, hackers and spiritualists. It’s funny, bizarre, poignant, and sometimes dumb, just like the early internet that it spoofs. But it’s also a game, so its wild thickets of pages, all written by distinct personalities, are also…

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Feature: DEV is HARD

A dictionary of Baba Is You’s most difficult words

Baba Is You is a push-block puzzler in which words change the rules of the game. Push a baba block next to an is, and then push a you on the end, and now you’re controlling a four-legged, long-eared critter. Add another rule, flag is win, and you can beat the level by moving Baba on to the flag. Baba Is You is therefore a…

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Feature: 22 minutes to go

How Outer Wilds built a planet which falls apart

Brittle Hollow is a doomed planet. For a start, in about 22 minutes’ time, it’s going to be destroyed, along with the rest of Outer Wilds’ solar system. And also, up until that apocalypse, Brittle Hollow will also endure constant bombardment by meteors, which will smash away great crystalline chunks of its frigid surface, so that they fall away into the black hole at the…

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Feature: Feature creep

Why Creeper World’s decade-long evolution keeps getting harder

“The whole history of the Creeper World series is serendipitous and unintentional,” says its creator, Virgil Wall, in his Texan lilt. “You know how it goes with these things, one thing led to another.” Creeper World is a singular take on the realtime strategy that Wall has spent the past decade making. Former man of the cloth Kieron Gillen once described the original as “the…

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Feature:

How 40K: Mechanicus reinvented tactics for Warhammer’s cyber-monks

The Adeptus Mechanicus are one heck of a Warhammer 40K faction. These shadowy racist warrior monks are more machine than human and worship a trinity of machine gods. They say stuff like, “From the moment I understood the weakness of my flesh, it disgusted me. I prayed for the strength and certainty of steel. I aspired to the purity of the blessed machine.” Those words…

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Feature: Tough love

How Kenshi’s world is designed not to care about you

You’re not the hero in Kenshi. You’re not the chosen one. There’s nothing out there for you to save - other than your own skin. You’re just another inhabitant of a huge open world that doesn’t care about you. That’s its magic, and it takes design to create a world so exquisitely uncaring. Merry Christmas, everybody!

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Feature: Live free, pike hard

How Bad North makes humans out of little soldiers

“The units should feel like humans,” says Oskar Stålberg, co-creator of Bad North, a strategy game about little soldiers defending their islands against bad Vikings. “They’re quite stylised; they don’t have faces and barely have arms, but they should feel human in their behaviour and what they’re capable of doing. They should feel fragile and it should look like fighting is a courageous effort.” You…

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Feature: Standing together

How multiplayer fell into Human: Fall Flat

Obviously, obviously, Human: Fall Flat is primed for multiplayer. It’s a knockabout physics game in which you play as a wobbly non-Newtonian man. He’s ungainly and awkward to control and, for heck’s sake, Gang Beasts showed how funny that combination is when several players get together. Yet developer Tomas Sakalauskas never really saw his game like that. Human Fall Flat was meant to be a…

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Feature: Page turner

How a book binds the Return of the Obra Dinn

Towards the end of Return of the Obra Dinn’s four-and-a-half years in development, Lucas Pope had a friend come over to playtest it. He sat him down, explained how it’s a firstperson mystery game in which you discover the fate of the Obra Dinn, a merchant ship lost on its voyage into the Orient. Then he gave him the controls. “He played for a bit…

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Feature: Delve a little deeper

The pain of designing Path of Exile’s exquisite balance of restriction and reward

Every three months, Grinding Gear Games adds a new league to its excellent action RPG, Path of Exile. Each league adds a new spin on its core monster-slaying action for a few weeks until the next is added, and the latest is Delve, which launched at the end of August. Delve presents you with an infinite and pitch-dark mine to dig into, a sprint into…

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Feature: The game's real stars are its animators

How theHunter: Call of the Wild simulates wild animals

You’ve been tracking the herd for fifteen minutes, and now, finally, you’re close enough to see your first deer. You raise your binoculars and edge closer, but a branch scrapes your jacket. The deer’s ear twitches and it turns and trots away. You freeze. The deer stops and turns its head to look back in your direction. You crouch but the deer barks, alerting the…

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Feature: "I'm in"

How Exapunks represents hacking without limits

It’s pretty obvious that the excellent Exapunks is a game about hacking. Specifically, it’s a game about programming viruses and sending them into networked systems to monkey around with data, set in a great alternative 90s Wired cyberworld of PC cases flashed with black and red decals and zines set in Apple Garamond. For its makers, though, Exapunks is a game about limitations. Its format…

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Feature: From ontology to physics fakery

How Donut County’s hole works

Donut County is a physics puzzle game in which you are a hole and you make things fall into you. It’s a sort of reverse Katamari Damacy, in which you grow larger as you make things disappear rather than gather them up, and it was inspired by a 2012 Peter Molydeux joke. “The idea was originally that you’d just play as a hole and I…

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Feature: The guillotine of design

How cutting off heads got GNOG finished

Samuel Boucher hadn’t really made a game before he started to make GNOG. He was an artist and graphic designer, and though he’d art directed an interactive jigsaw puzzle game for kids, that was pretty much the limit of his experience. So, really, you can say the trouble with GNOG started when he decided to post some illustrations of a game idea he had to…

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Feature: How to build a world where anything can happen

Hollow Knight and the art of consistency

"One of my favourite things in the whole game is that when you slash your little weapon against the cave wall you actually get an impact, with a little recoil and rocks come out,” says Ari Gibson, animator, artist and co-creator of Hollow Knight. “It’s such a small thing, but it changes you from being just a few animations to being a present actor inside…

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Feature: A pinball platformer

How a cup of coffee saved Yoku’s Island Express

It wasn’t as if the tester was having a bad time. He was a pinball fan, after all. It’s just that every time he tried to reach for his coffee, the intensity of the game he was testing kept pulling his hand back to the controller. Half an hour later, he finished playing, picked up his cold coffee, and said he’d enjoyed the game. As…

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Feature: From Despicable Me to indie dev

How one person created the lushly organic world of Ghost Of A Tale

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games. This time, Ghost Of A Tale [official site]. Every time I see Ghost Of A Tale I’m taken aback by its beauty. Its world of cracked flagstones, knurled furniture, twisting passages, haphazard towers and lush vegetation looks like it’s truly lived in by its population…

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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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