Depth, Mastery, and Vanquish

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  • Опубліковано 30 вер 2024
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    Cover-based shooter Vanquish comes from PlatinumGames - a developer best known for beat 'em ups like Bayonetta and MadWorld. In this video I look at how Vanquish borrowed the best elements of Platinum's brawlers to make a shooter with an extraordinary amount of depth and opportunity for mastery.
    Recommended reading:
    Gamasutra: "Platinum Games' guide to action game design"
    gamasutra.com/v...
    Polygon: "Why The Wonderful 101 doesn't 'really' begin until the second playthrough"
    www.polygon.com...
    Ozzie Smith: "Dissecting the Core Mechanics of Vanquish"
    ozziesmith.wor...
    Turbo Button: "Defining Depth"
    • Defining Depth
    Games shown in this episode (in order of appearance):
    Metal Gear Rising (PlatinumGames, 2013)
    Bayonetta (PlatinumGames, 2009)
    The Wonderful 101 (PlatinumGames, 2013)
    Infinite Space (PlatinumGames, 2009)
    Vanquish (PlatinumGames, 2010)
    Gears of War (Epic Games, 2006)
    Middle-earth: Shadow of Mordor (Monolith Productions, 2014)
    Far Cry Primal (Ubisoft Montreal, 2016)
    MadWorld (PlatinumGames, 2009)
    Project Gotham Racing 4 (Bizarre Creations, 2007)
    Tony Hawk's Pro Skater 3 (Neversoft, 2001)
    Super Smash Bros. for Wii U (Sora, 2014)
    Rocket League (Psyonix, 2015)
    Call of Duty: Advanced Warfare (Sledgehammer Games, 2014)
    Music used in this episode:
    Title Screen (Please, Don't Touch Anything, blinch)
    UFO (Please, Don't Touch Anything, blinch)
    Black Hole (Please, Don't Touch Anything, blinch)
    Reverse (Please, Don't Touch Anything, blinch)
    The Final Credits (Please, Don't Touch Anything, blinch)
    Awaiting Input (Please, Don't Touch Anything, blinch)
    Screen OFF (Please, Don't Touch Anything, blinch)
    Contribute translated subtitles - amara.org/v/C3...

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