Part 1: Cut-scenes, blind jumps and AI…
What separates a 90% rated stunner from a 42% rated scummer? Obviously a large slice of it lies in the intangibles – such as good level design or getting the feel right – but other contributing factors are a lot easier to pin down. The hallmarks of cheap, lazy corner-cutting that can blight even the best of games. Leaps of faith, unskippable cutscenes, mindwarping tutorials…

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