By Yu-Chung Chen on February 1, 2010
(I should be writing my thesis but a man’s gotta let off steam sometimes, right?)
Bayonetta is supposed to have this perfect score combat gameplay, and it IS pretty fun, but the game doesn’t do any efforts to lead the player into the depth. I’m sure there’s audience that takes great pleasure in exploring that depth on [...]
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By Yu-Chung Chen on September 14, 2009
Just rediscovered this image on my phone. I took this photo a few months ago in Taiwan. Note how Nintendo DS is used to enforce the “new stylish MOMENT”. What I’ll never get is why fashion ads in Taiwan often feature Caucasians – certainly that’s the current global beauty ideal, but the typical anatomy proportions [...]
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By Yu-Chung Chen on August 28, 2009
I’ve prepared some thoughts on Ninja Gaiden 2 (henceforth “NG2″), which I finished just recently. For brevity’s sake, I’ll make two separate posts. This first one is on pacing and weapon distribution.
Some words before we dive in so you can better frame my perspective.
I’m a big fan of the predecessor, but had realstic expectations when getting this [...]
Posted in Game Design Reviews
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By Yu-Chung Chen on July 13, 2009
Recently Krystian, Fabricio Rosa Marques and me had a game design discussion session, intended as warm-up for our planned podcast. Unfortunately most of the recording was gone for technical reasons (good thing we did that test), and I want to bring up the main topic we talked about in that session.
The topic was The Role of [...]
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By Yu-Chung Chen on June 13, 2009
My SF 4 pad’s d-pad didn’t feel right: after a short while of going right, the character would continue going right for a fraction of a second. And to input left, I often have to consciously press left all the way, there was a confusing/irritating wiggle room.
So, I did what any curious gamer would do: disassemble [...]
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By Yu-Chung Chen on June 12, 2009
Since March I’ve been working on an advergame for a major manufacturer for agriculture machines. Not directly though, I’m working as a freelance designer for a German company which cooperates with the big, international player. That’s also the reason why I can’t talk about design issues and post wip stuff here (which sucks).
Only recently I’ve started [...]
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By Yu-Chung Chen on March 29, 2009
Continuation of my Xbox360 impressions. Here I comment on demos of full-price titles, in no particular order.
I’m pretty unprepared for “today’s core games” because I tended to ignore anything “next gen” (how do you properly and concisely address Xbox360 and PS3 ONLY, without the Wii I mean?) when I lacked the hardware to play.
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By Yu-Chung Chen on March 29, 2009
So I finally got an Xbox360, Krystian tease me enough after all. Thanks dude My first thoughts:
PurchaseI got the console from a German electronic chain although Amazon had it cheaper, because I wanted to make sure the console would be a Jasper. To do so I needed to see the voltage rating the production date. [...]
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By Yu-Chung Chen on February 28, 2009
Nothing spectacular. I wanted to answer a friend’s blogpost but realized the need for an image, so here goes my minor Ikea hack.
Posted in Game Design Scrapbook
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By Yu-Chung Chen on January 28, 2009
I’m a subscriber to this blog called Costume GET!, which “discusses the finer points of videogame character costumes.”
The latest hint on Street Fighter IV’s alternate costumes is enticing, but at the same time, I’m afraid to look at them as it would take away much fun of getting a fresh look – or is it just me?
Can anybody tell [...]
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