Wayward

I mentioned last year that 2015 had been rough, this was mostly for professional reasons that I cannot really talk about. Similarly, 2016 has had its fair share of triumphs but overall it’s been very rough – this time for personal reasons that I am not going to go talk about. The uncertainty and change of the industry I am in can be stressful in times like these, but at least I can appreciate that we are constantly delivered new experiences.

One thing that was positive though – we got more work done on Backworlds than we had during either 2014 or 2015 and we’ve set a good pace that make it a joy to work on even through the tough parts. And it doesn’t look like it will be slowing down soon, either, so that’s good. It feels comforting to know that even after so many long hours in the games industry, I can still make and play games just to relax. Speaking of which…

the Witness was a game with many more secrets than I could dive into, but it had a sublime purity of design to it coupled with masterful audiovisual presentation that made it one of the most fulfilling games I have played in a very long time.

Doom dared to be a game from an older time, a game with older values, but without turning itself into a gag. It didn’t quite have the over-the-top setpieces or outrageous weapons of Bulletstorm, but it was a more finely tuned game with bold ideas that came together to form an experience that was greater than the sum of its parts.

Rakuen is a memorable experience that starts slow and shallow – trite, almost – but slowly grows its narrative into something more complex and deeply moving. While it can take a while to let it build the mood it needs, it is a game that exists for its payoff.

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Posted on Jan 21/17 by Saint and filed under Reflections | No Comments »