#(blood platforms in Payne. possessed objects in AW. the television eps in QB. the map and final boss fights of ctrl. etc. etc.)
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one of the best parts in playing through remedy’s games is directly seeing how each game built upon concepts touched upon in prior ones. you can trace almost every experimental decision throughout its run of games that it makes for an interesting playthrough whether or not you enjoy playing the game
#watched an interview a while back where i believe it was Sam lake who said that often concepts that are discarded from the game they’re#making usually have a chance of reappearing in the next game#and that is. incredibly apparent with these games#or just continuing to try bold creative things#it doesn’t always work for me + part of that could also be from issues with time and production#(blood platforms in Payne. possessed objects in AW. the television eps in QB. the map and final boss fights of ctrl. etc. etc.)#but the care and love put into it by the writers developers actors musicians etc.#makes me fond of them for different reasons even though I definitely have favorites lol#it’s also why I understand the games don’t work for everyone. it’s reeeeally a matter of preference and I don’t even know whether I’ll like#their future releases. but hey if they keep trying new things then good for all the people involved#on a serious note where the hell do you go from making an ingame musical sequence?
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