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		<title>Best Design Tensions of 2025</title>
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		<dc:creator><![CDATA[Solon]]></dc:creator>
		<pubDate>Fri, 30 Jan 2026 20:00:00 +0000</pubDate>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Game of the Year]]></category>
		<category><![CDATA[abiotic factor]]></category>
		<category><![CDATA[baby steps]]></category>
		<category><![CDATA[Blue Prince]]></category>
		<category><![CDATA[design tensions]]></category>
		<category><![CDATA[despelote]]></category>
		<category><![CDATA[hades ii]]></category>
		<category><![CDATA[katamari]]></category>
		<category><![CDATA[metal gear solid V]]></category>
		<category><![CDATA[once upon a katamari]]></category>
		<category><![CDATA[PEAK]]></category>
		<category><![CDATA[promise mascot agency]]></category>
		<category><![CDATA[the drifter]]></category>
		<category><![CDATA[unbeatable]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=31901</guid>

					<description><![CDATA[<p>Happy New Year, Gamesline! My name is Solon and I was a contributor here about two years ago, before I&#8230;</p>
<p>The post <a href="https://gamesline.net/best-design-tensions-of-2025/">Best Design Tensions of 2025</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
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<p class="wp-block-paragraph">Happy New Year, Gamesline! My name is Solon and I was a contributor here about two years ago, before I left to go get a masters degree in library science. Now I hear you saying: Solon, you&#8217;ve been deep in scholarship, surely you could not have had time to sit around playing videogames? And while it&#8217;s true that <a href="https://rosen-stern.github.io/librarian-RPG/Pixelated%20Policies%20-%20Final%20working%20version.html">developing video games as research papers</a> and <a href="https://chorby.org/projects/FGTaxonomy-Alpha.html">theorizing new Fighting Game taxonomies at PAX</a> is &#8220;a lot&#8221; of &#8220;real science&#8221; that I&#8217;m told &#8220;matters to the scholarly community&#8221;, I have also made sure to stay on top of the trends from this year, in order to become a strong and seasoned games librarian. Of course, it helps when the <a href="https://www.twitch.tv/videos/2319572358">Twitch community does my homework</a> and <a href="https://www.twitch.tv/videos/2671911756">Gamesline does my research for me</a>. </p>



<p class="wp-block-paragraph">Thanks to all this shared lifting, I&#8217;ve been able to manage this last year honing Masters-level scholarship techniques and have found for you all today that there&#8217;s a new way of complaining that makes you sound really smart, and everyone is doing it. Instead of saying, &#8220;This gameplay sucks ass and I hate it&#8221; you can more constructively and insufferably say: &#8220;I see that the choices made in design are at <em>Tension</em>.&#8221; In sensemaking, Tension generally means that two concepts in conversation with one another may have a natural friction that can be negotiated with an experiment—or in our case: designed around within the bounds of a videogame. That frictional force between two or more aligned concepts is known as &#8216;tension&#8217;. There is tension inherent to any shooter game since the player can solve their problems with a well-aimed button press, thus every shooter will design weapons, armor, sightlines, tracking systems, enemy patterns, etc. that don&#8217;t &#8220;solve&#8221; this problem but negotiate these tensions inherent to being a game about shooting targets. And you can basically just throw that word &#8216;tension&#8217; around anywhere and professors will give you an A. It&#8217;s a little cheat you can use to sound smart that should work well for all of us for the next year or so&#8230; At least until it becomes as overused as &#8220;Transformative&#8221;, &#8220;To what extent&#8221;, or &#8220;Subscribe to my Substack&#8221;.</p>



<p class="wp-block-paragraph">With that explanation out of the way, welcome to Solon&#8217;s list of the Best Design Tensions of 2025:</p>



<h2 class="wp-block-heading has-text-align-center" id="promise">Open World vs Narrative — <em>Promise Mascot Agency</em></h2>



<h3 class="wp-block-heading has-text-align-center">Can Kiryu Talk Too Much?&nbsp;</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-52.jpeg"><img fetchpriority="high" decoding="async" width="1046" height="404" src="https://gamesline.net/wp-content/uploads/2026/01/image-52.jpeg" alt="" class="wp-image-32639" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-52.jpeg 1046w, https://gamesline.net/wp-content/uploads/2026/01/image-52-768x297.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-52-400x154.jpeg 400w" sizes="(max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">Here is a tension as old as <em>Adventure</em> (<a href="https://www.youtube.com/watch?v=OOQDtZg0sCo">its not a duck</a>), but thanks to AI-slop this year we&#8217;ve gotten to see just how much both design schools are mercilessly shit on by executive &#8216;free-thinkers&#8217; who believe narrative design and open world design are spun up by magical frustum culling programmer elves. One of my favorite memes from 2025, &#8220;Easy, M&#8221; Super Mario RTX &#8211; Unreal Engine 5, highlights this perfectly:&nbsp;</p>



<blockquote class="twitter-tweet" data-theme="light" data-dnt="true" align="center"><p lang="en" dir="ltr">I had no idea AAA Mario would be so popular. I had to make some more. 🍄<br>ft. <a href="https://twitter.com/ArielHck?ref_src=twsrc%5Etfw">@ArielHck</a> as Peach <a href="https://t.co/p3YMlF5rEn">https://t.co/p3YMlF5rEn</a> <a href="https://t.co/ggarxptMuZ">pic.twitter.com/ggarxptMuZ</a></p>&mdash; Ryan Stewart (@RyanStewartVO) <a href="https://twitter.com/RyanStewartVO/status/2002854369369452879?ref_src=twsrc%5Etfw">December 21, 2025</a></blockquote>
<script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>



<p class="wp-block-paragraph">I&#8217;m imagining a games executive taking all the wrong lessons from this, but also hiring Ryan Stewart and Ariel Hack.</p>



<p class="wp-block-paragraph">Open world designs require the designer to build scaffolding that guide a player or players to a destination—this is known as wayfinding. Playtonic redesigned <em>Yooka-Replaylee</em> this year in order to give the player more wayfinding tools and it made the original <em>Yooka-Laylee</em> go from being mocked mercilessly to merely misunderstood. <a href="https://www.youtube.com/watch?v=fCL68PT1SW4">A modern day miracle!</a> Narrative designs can often align well with open world games as a wayfinding tool to very simply tell the player with words what the current state of the world is or where they should go to progress the plot. Everyone&#8217;s favorite fairy Navi, from <em>Ocarina of Time</em>, is a foremost example of this: the name being short for &#8216;navigator&#8217; evokes a wayfinding tool. So much so, that I can summarize a major tension between open worlds and narrative by saying <em>&#8220;Hey, Listen!&#8221;</em> So the wider games audience knows all too well that when you use a character for game cues, that will reduce that character to being the player’s nanny. This takes the player (and even the character they are playing) out of the role they are playing within an adventure game.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-51.jpeg"><img decoding="async" width="957" height="622" src="https://gamesline.net/wp-content/uploads/2026/01/image-51.jpeg" alt="" class="wp-image-32638" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-51.jpeg 957w, https://gamesline.net/wp-content/uploads/2026/01/image-51-768x499.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-51-400x260.jpeg 400w" sizes="(max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">This isn&#8217;t a negative though, story is great at taking attention away from the player doing other tasks. This can be constructive for breaking up players&#8217; various tasks, or for onboarding/offboarding quests. Of course, it can be a double-edged sword when the player is trying to do something and is suddenly being bombarded with information, which is essentially the joke of Mario (4K) over-explaining things the player is in the middle of doing. (This tension also comes up when presenting games for an audience like the old E3 stage demos—[show] &amp; [tell] are literally in conflict with each other even though both must happen!)&nbsp;</p>



<p class="wp-block-paragraph">So what if I told you that we&#8217;ve solved this conflict that is so core to games? I know as scientists we’re not supposed to ‘solve’ tensions but rather explore what effects those tensions create but we’ll get to that later in the list! Kaizen Game Works really did SOLVE the Navi problem! <em>Promise Mascot Agency</em> is an open world game that uses a management simulator to bridge their story and their world. You play the role of Literally Kiryu from <em>Yakuza</em>, and you take care of misfit mascots in a haunted town by employing them all to serve the community and make it a better place. Every 30 minutes or so, new jobs open up and you can make money by sending the right mascots to each individual job, and while they work the jobs you collect power-ups for your car, items to keep your mascots hydrated, and chat with community members to find and enhance your relationships with clients. It is extremely similar to Kaizen&#8217;s previous game <em>Paradise Killer</em>. Except, instead of spilling tea with dying gods who have all the time in heaven, you have timers ticking in the background ushering you towards different parts of the town. Normally, this would add anxiety to a situation that is reliant on the player keeping many plates spinning at once, but I&#8217;m telling you They Solved It! It&#8217;s just <em>Simpsons Hit &amp; Run</em>!</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-50.jpeg"><img decoding="async" width="912" height="625" src="https://gamesline.net/wp-content/uploads/2026/01/image-50.jpeg" alt="" class="wp-image-32637" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-50.jpeg 912w, https://gamesline.net/wp-content/uploads/2026/01/image-50-768x526.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-50-400x274.jpeg 400w" sizes="(max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">The secret is: the player always has to hit a button to swap between various narrative, management, and driving modes. The timers ticking can suggest increasingly urgent moves to make, but control is never taken away from the player until/unless they decide to change the mode themselves through button activation. It&#8217;s incredibly subtle, but whenever a mascot needs relief, they flash a big loud prompt on the UI that says &#8220;Please Help in 5 Minutes!&#8221; and then the player is granted agency to manage a stopping point from map exploration within that time frame—or you can just let your mascot drown and take the hit on the money, like a real boss. This turns what should be an annoying obligation into player agency! The only exception <em>Promise Mascot Agency</em> makes is when assassins call you on the phone to say &#8220;We will come kill you if you don&#8217;t send the family one million yen right now.&#8221;—which, fair.&nbsp;</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-49.jpeg"><img loading="lazy" decoding="async" width="987" height="443" src="https://gamesline.net/wp-content/uploads/2026/01/image-49.jpeg" alt="" class="wp-image-32636" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-49.jpeg 987w, https://gamesline.net/wp-content/uploads/2026/01/image-49-768x345.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-49-400x180.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">Kaizen Game Works has a deep respect for visual novel design and because of that <em>Promise Mascot Agency</em> is full of design blueprints like this that bridge pitfalls which other larger games constantly fall into. I believe the lessons from this game can be easily adapted to other projects that want to use varied storytelling techniques while navigating a player&#8217;s task and attention economy. It might not be as fun to others as it is to me, but I think <em>Promise Mascot Agency</em> is an incredible design textbook that everyone would be better for playing.</p>



<h2 class="wp-block-heading has-text-align-center" id="unbeatable">Rhythm Game vs Adventure — <em>Unbeatable</em></h2>



<h3 class="wp-block-heading has-text-align-center">High School Musical Needed Quick Time Events</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-53.jpeg"><img loading="lazy" decoding="async" width="1388" height="779" src="https://gamesline.net/wp-content/uploads/2026/01/image-53.jpeg" alt="" class="wp-image-32643" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-53.jpeg 1388w, https://gamesline.net/wp-content/uploads/2026/01/image-53-768x431.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-53-400x224.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">The mad lads really went for it. It took eight years of incredibly tough grinding on a moonshot dream that I still believe might be impossible: and <a href="https://gamesline.net/its-a-good-sound-just-not-my-sound-unbeatable-pc-review/">as Maverick explained in his task-taking review</a>, it comes with a lot of asterisks!</p>



<p class="wp-block-paragraph">Combining most anything with rhythm games is a nightmare. We&#8217;ve done this for decades and the hypnotic effects of rhythm games always manage to overtake all human body functions, leaving room for little else—they systemically hate sharing the stage with anything. <em>Guitar Hero 6</em> used its dying breath to try to unravel just a few of these tensions, and barely eked out a bizarre one-of-a-kind rhythm/resource management game. I&#8217;ve seen countless indie games die at this altar, and even after a miracle Dungeon Crawler/Rhythm hybrid in <em>Crypt of the NecroDancer</em>, Brace Yourself Games still went for the impossible dream of a story/rhythm hybrid in <em>Rift of the NecroDancer</em> to mixed success. Outside of that, 2025 saw <em>Everhood 2</em> and <em>Rhythm Doctor</em> continue to aim for the very specific dream of telling a story through a rhythm game. But it&#8217;s <em>Unbeatable</em> that slams its shin into more lessons than anyone, and the way it bleeds out on stage is both undeniably punk as fuck and extremely fucking useful for studying.</p>



<p class="wp-block-paragraph"><em>Unbeatable</em> puts you in story mode for fifteen minutes, and then you fail a rhythm game for two minutes before being thrust into fifteen more minutes of story that seems a bit pissed that you interrupted it. It did successfully feel like I&#8217;d gotten beaten up by cops when this happened, and it also felt awful and annoying! This is exemplary of how fast-twitch rhythm sections are in deep design strife with much slower-digesting storyweaving in so many ways. And <em>Unbeatable</em> tries nearly everything: interrupting songs with story beat cutscenes, intertwining rhythm game modes between charts and <em>Rhythm Heaven</em>-type minigames as a ludic leitmotif, making full freeplay charts for ambient background music moments, massive 3D action setpieces inspired by 3D <em>Sonic</em> games where you grind and parkour to the beat, even explaining the rhythm game&#8217;s diegesis like a musical explaining why everyone is singing and dancing—nothing was taken for granted or left aside other than <em>PaRappa the Rapper</em> style sounds-as-button input—and I&#8217;m SURE that got tested (and discarded) at some point!</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-47.jpeg"><img loading="lazy" decoding="async" width="930" height="610" src="https://gamesline.net/wp-content/uploads/2026/01/image-47.jpeg" alt="" class="wp-image-32634" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-47.jpeg 930w, https://gamesline.net/wp-content/uploads/2026/01/image-47-768x504.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-47-400x262.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">There is a cost to this kind of everything-goes shotgun approach, and it shows up in the finale of the game when the game has to very briefly stop mid-song to load up and unload various sections and mini-games. It chooses to have as little on-board and off-load as possible, leading to the player kinda just guessing whenever a mode switch happens. <em>Guitar Hero 6</em> ran into this cost and their solution was splitting Rush&#8217;s <em>2116</em> into six distinct rhythm tracks which allowed them the freedom to make distinct &#8216;levels&#8217; for each section to help tell the story. These aren&#8217;t &#8216;wrong&#8217; or &#8216;right&#8217; choices, they are results to experiments that we can record. I don&#8217;t think <em>Unbeatable</em> is the best rhythm/story game of this year (<em>Rhythm Doctor </em>is made by powerful percussion perverts with applied math degrees), but I do think everyone should play it if they want to see a veritable buffet of functional ways to develop the Rhythm Game/Adventure Game hybrid. This is going to sound weird, but it&#8217;s for the dream: I don&#8217;t want a sequel to the story of <em>Unbeatable</em>, those kids should take a well-earned rest. What I need is a sequel to the ENGINE of <em>Unbeatable</em>. 2-button rhythm game with full 3D environments and a multi-format story engine?? That truly is the road to being <em>Unbeatable</em>.&nbsp;</p>



<h2 class="wp-block-heading has-text-align-center" id="despelote">Videogames vs Nonfiction — <em>Despelote</em>&nbsp;</h2>



<h3 class="wp-block-heading has-text-align-center">That Footwerk Was Factual</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-46.jpeg"><img loading="lazy" decoding="async" width="891" height="624" src="https://gamesline.net/wp-content/uploads/2026/01/image-46.jpeg" alt="" class="wp-image-32633" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-46.jpeg 891w, https://gamesline.net/wp-content/uploads/2026/01/image-46-768x538.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-46-400x280.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">I have great news for all the <em>Despelote</em> fans. Not only is Soccer real, but Ecuador is as well.</p>



<blockquote class="bluesky-embed" data-bluesky-uri="at://did:plc:y354byzmbnusaeqqmwuftztd/app.bsky.feed.post/3mcdpdzuwa22f" data-bluesky-cid="bafyreiekhzdral5h5lpd7mi5twdfonvuwhvejlrhae4ohjb3wqo52k252e" data-bluesky-embed-color-mode="light"><p lang="en">gained some insight today into why gamers never seem to know what they&#x27;re talking about<br><br><a href="https://bsky.app/profile/did:plc:y354byzmbnusaeqqmwuftztd/post/3mcdpdzuwa22f?ref_src=embed">[image or embed]</a></p>&mdash; Punchy (<a href="https://bsky.app/profile/did:plc:y354byzmbnusaeqqmwuftztd?ref_src=embed">@punchystream.bsky.social</a>) <a href="https://bsky.app/profile/did:plc:y354byzmbnusaeqqmwuftztd/post/3mcdpdzuwa22f?ref_src=embed">January 13, 2026 at 6:27 PM</a></blockquote><script async src="https://embed.bsky.app/static/embed.js" charset="utf-8"></script>



<p class="wp-block-paragraph">I was going to leave this entry as just this post because it really does speak volumes, but I think it&#8217;s actually fair to think through why a gamer would think <em>Nioh</em> is &#8220;nonfiction&#8221; and it&#8217;ll explain the uphill battle that <em>Despelote</em> has—this isn&#8217;t systemic tension or genre-tension or mechanic tension or narrative tension, this is something rooted in videogames as media classification. If we are making play spaces with rules guiding the play, how do we capture historical play? We emulate it into a spoken or written form of broadcast and that is our substitute for play. In order for developer and main-character Julián Cordero to make <em>Despelote</em>, a second round of emulation has to happen on top of the broadcasted soccer footage heavily used for the game. You have to emulate the feeling of soccer, the feeling of Quito, the feeling of being a kid, everything. Is <em>Madden</em> nonfiction? Possibly! Players can obviously use the game to simulate classic football games play-for-play, but that doesn&#8217;t mean the game itself is nonfiction. And <a href="https://www.sbnation.com/2014/1/30/5351052/breaking-madden-super-bowl-broncos-seahawks">Breaking Madden did happen in real life</a>, we all saw it. The N64&#8217;s <em>Quarterback Club</em> franchise has a game mode that simulates each individual Super Bowl&#8217;s most dire moment and asks &#8220;what would you do?&#8221;, which is solid historical fiction. But to BE a nonfiction game is to create play spaces that also allow space for real events to happen around you that you probably can&#8217;t directly play with because they need to stay static.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-45.jpeg"><img loading="lazy" decoding="async" width="887" height="569" src="https://gamesline.net/wp-content/uploads/2026/01/image-45.jpeg" alt="" class="wp-image-32632" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-45.jpeg 887w, https://gamesline.net/wp-content/uploads/2026/01/image-45-768x493.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-45-400x257.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph"><a href="https://www.youtube.com/watch?v=2HzCcy3W4hg"><em>The Cat and the Coup</em></a> uses NYT headlines to outline the assassination of the first democratically elected Prime Minister of Iran, Mohammad Mosaddegh, and juxtaposes those with metaphorical puzzles based on Iranian art where you play as a rather aggressive cat. One way I read this is as a depiction of Iranians&#8217; lack of agency over their political situation. <em>That Dragon, Cancer</em> is an autobiographical game that also depicts a lack of agency over the death of a son. Of course, compared to those examples, <em>Despelote</em> is much lighter, but it takes the hardest road possible to capture the feeling of Ecuador qualifying for the 2002 World Cup. By letting the player participate in various childhood life events, we gain insight into how these events were impacted by World Cup Fever taking hold in Quito. In young Julián&#8217;s world, a bottle is a ball, a stick is a ball-grabbing tool, a dog is a goalie, and you are the greatest soccer player in history booting balls into orbit with your mega-foot. This kind of magical realism seems well-suited for nonfiction games, despite how ironic that is, but that&#8217;s the magic of games. All three of these examples of nonfiction games prove how worthwhile it is to capture a historical period in games, because playing videogames can make that thing overwhelmingly important. And to a kid? What&#8217;s more important than your country in the World Cup??</p>



<h2 class="wp-block-heading has-text-align-center" id="baby-steps">Kaizo vs Adventure Games — <em>Baby Steps</em></h2>



<h3 class="wp-block-heading has-text-align-center">Wanna Play <em>QWOP</em> For Thirteen Hours?</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-44.jpeg"><img loading="lazy" decoding="async" width="1268" height="760" src="https://gamesline.net/wp-content/uploads/2026/01/image-44.jpeg" alt="" class="wp-image-32631" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-44.jpeg 1268w, https://gamesline.net/wp-content/uploads/2026/01/image-44-768x460.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-44-400x240.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">Oh! Hard game vs Easy game, one of play&#8217;s favorite tensions! No. Grow up. Fall over right now. Ignore these reactionary subjectivities, we are talking about two things that are fundamentally similar: every Kaizo game is an adventure in skill acquisition and every Adventure game is deeply in touch with failure affordance. One is always born in conversation to the other like the two sides of a funhouse mirror, and <em>Baby Steps</em> tries to impossibly combine those mirror dimensions into one place, so we should be precise and delicate about discussing its design.</p>



<p class="wp-block-paragraph">How long can you withstand a game taking the piss? How much piss will you afford to have taken from you? Can you last pissless for ten hours of adventure gaming? It&#8217;s easy to be ridiculed when it&#8217;s a shell-jump into a damage-boosted spin jump section. But this is Walking. We are walking. We are struggling to walk. With legs. Like a baby. You are a grown baby for over ten hours. <em>I Wanna Be The Guy</em> is a kaizo game that is about the length of a Naughty Dog or Insomniac-esque adventure game, but it constantly mixes up its tone and styling to keep the player feeling like some authorial hand is out there urging them on. <em>Lego Star Wars</em> is an adventure game that takes the piss, lampooning anything it can for up to forty hours, but it can so easily afford that because it&#8217;s grounded within the structure of a hearty sci-fi franchise made unserious for children. </p>



<p class="wp-block-paragraph"><em>Baby Steps</em> has one single giggle before putting an hour of abstracted climbing in front of you; you are alone with only the stone-faced mountain and your waning sanity for company. And the reward for not giving up and advancing against adversity? One giggle, more mountain. You have to <a href="https://www.youtube.com/watch?v=HU2ftCitvyQ" type="link" id="https://www.youtube.com/watch?v=HU2ftCitvyQ">love the mountain.</a> So there&#8217;s this tension in tone that <em>Baby Steps</em> explores that makes most game development styles cringe in discomfort, but especially Kaizo/Adventure games: just leaving the player alone. No power-ups, no Collectible Get, and very few narrative check-ins to help orient the player—which for an adventure game is unthinkable. And because of this it can afford some novel level design flourishes: paths that guide the player in circles, towers of no-regard, and dozens of remarkably unremarkable unmapped vistas commonly found by stopping climbing and turning around.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-43.jpeg"><img loading="lazy" decoding="async" width="1244" height="769" src="https://gamesline.net/wp-content/uploads/2026/01/image-43.jpeg" alt="" class="wp-image-32630" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-43.jpeg 1244w, https://gamesline.net/wp-content/uploads/2026/01/image-43-768x475.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-43-400x247.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">I&#8217;d argue the largest design difference between Kaizos and Adventure games is the scale at which short term and long term goals are presented. An hour spent trying to master one single section within the context of a three-or-four minute long level is a similar kind of progression to an hour spent tackling a large set-piece within an adventure game, after which it will tell you where your next objective lies. <em>Celeste</em> is a soft example of a Kaizo/Adventure hybrid approaching this tension in how it uses strawberries as an icon for reliably resetting a player&#8217;s short-term goals, and then cordons off distinct zones to re-evaluate the player&#8217;s progress up the mountain. <em>Baby Steps</em> similarly uses a level-structure with short opening and closing cutscenes to transition the player to various stages up the mountain. But instead of a map or UI tool to allow the player to reorient themselves, it solely relies on long mountainous sightlines to show the player how close or far they are from the next checkpoint. The player must trust that the mountain will guide them where they need to go as long as they remain vigilant and observant, which helps reinforce themes of self-sufficiency. But what about the Kaizo-sized micro goals and self-improvement? Well, baby steps now. I&#8217;m sure you can find how this part of the tension was explored on your own.</p>



<figure class="wp-block-video aligncenter"><video height="1080" style="aspect-ratio: 1920 / 1080;" width="1920" controls src="https://gamesline.net/wp-content/uploads/2026/01/baby-steps-clip.mp4"></video></figure>



<h2 class="wp-block-heading has-text-align-center" id="blue-prince"><em>Myst</em> vs Roguelike — <em>Blue Prince</em></h2>



<h3 class="wp-block-heading has-text-align-center">Draw Five Red Pages, Do Not Draw Five Blue Pages</h3>



<figure class="wp-block-image aligncenter size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-38.png"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-38.png" alt="" class="wp-image-32663" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-38.png 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-38-768x432.png 768w, https://gamesline.net/wp-content/uploads/2026/01/image-38-400x225.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">I think this is the last of these five &#8216;complex games with extremely long dev timelines and very few people working on it that leads to experimental answers to brilliant questions&#8217;—this is exactly why we Indie. I already know <em>Balatro</em> works. I already know <em>Vampire Survivors</em> works. I know that <em>Ball x Pit</em> and <em>CloverPit</em> and <em>Nubby&#8217;s Number Factory</em> and all these fucking Roguelikes+classic game work. In 2026 some <em>Dig Dug</em> Roguelike will do insane numbers. <em>Blue Prince</em> doesn&#8217;t work! It obviously can&#8217;t work! I&#8217;ve uninstalled and re-installed this game three times this year and it still doesn&#8217;t work! I fucking despise every run I&#8217;ve ever done in <em>Blue Prince</em>, advancing nothing, gaining nothing, learning nothing. Resetting days as I draw three L-turns into another dead end for the fifth time in a row. It&#8217;s infuriating! So anyways, I did my PAX panel on librarianship about <em>Blue Prince</em> and I&#8217;m gonna write more words about <em>Blue Prince</em> right now! I can’t stop thinking about what is effectively a very plain game.&nbsp;</p>



<p class="wp-block-paragraph"><em>goes to re-install </em>Blue Prince<em>&#8230; you know, for screenshot</em></p>



<p class="wp-block-paragraph">And who writes about games they LIKED in 2025 anyways? Why would you want to remember what was good about that year? We should be remembering the pain so that we never come back here again! Right? Am I right?? Alright enough bluster, let’s get into it.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-39.png"><img loading="lazy" decoding="async" width="1000" height="563" src="https://gamesline.net/wp-content/uploads/2026/01/image-39.png" alt="" class="wp-image-32664" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-39.png 1000w, https://gamesline.net/wp-content/uploads/2026/01/image-39-768x432.png 768w, https://gamesline.net/wp-content/uploads/2026/01/image-39-400x225.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph"><em>Blue Prince</em> is such a good pun. I hope the amount of ink that the shambling corpse of games journalism spilled for <em>Blue Prince</em> commented enough on how great a name it is. It&#8217;s exquisite.</p>



<p class="wp-block-paragraph">You can not put <em>Myst</em> and Roguelikes together! There are so many tensions you have to account for! The play-cycles are different—<em>BP</em> chose the somewhat more obvious Roguelike structure in a <em>Myst</em> super-structure, but the opposite would be wild too. The goal setting is different—<em>BP</em> eased this tension by Roguelike runs being a constant primary goal with the wider mystery being an ever-radiating secondary goal in the background to be approached once the Roguelike parts are fully settled. I think the story is the only element where both genres can find purchase together as the Roguelike cycles obscure the <em>Myst</em>-style puzzle components, but easing that tension comes at the cost that puzzle pieces show up in randomized pools, meaning a player could possibly just never see a crucial puzzle piece if they never draw a certain room (or if they think a certain room is &#8216;bad&#8217; and avoid ever using it over all other pieces). All of these tensions come with giant game-killing chasms. Unlike other Roguelikes where progress is predictably progressive, you can have a run that regresses your states if you use materials that you stocked on previous runs in places that end up not gaining you forward progress like you&#8217;d hoped. That is just not a design consideration that <em>Slots &amp; Daggers</em>, a somehow comparatively normal game, ever had to make.&nbsp;</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-40.png"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-40.png" alt="" class="wp-image-32666" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-40.png 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-40-768x432.png 768w, https://gamesline.net/wp-content/uploads/2026/01/image-40-400x225.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">The most fascinating design tension <em>Blue Prince </em>weighed its soul on is how to show interactable and important objects. They don&#8217;t! Most information-load goes towards the <em>Myst</em> side of leaving all objects undecorated within a naturally lit style wherever they lie, and the player is left to figure out if they are important, or of what use they are. This is the opposite of contemporary Roguelike stylings which are extremely verbose or build iconography to lead the player through wholly knowing that a thing exists and what it will do. While this leads to the moment-to-moment frustration of searching every room for known objects, it also leverages all of the Roguelike strengths of needing every little advantage towards a player&#8217;s general &#8216;observation palette&#8217;. New room: Do I have exits? Does this room have an immediate function? Anything hidden in a usual spot? Has anything I&#8217;ve done so far affected other rooms? Has any information in here developed for me? Go to next room? That&#8217;s all Roguelike stuff feeding directly into the observational tendencies of a <em>Myst</em>-styled game, and it just works! <em>Blue Prince </em>actually works?? This is the exact feeling that got this concept beyond prototyping and I&#8217;m so grateful for it—this is why we Indie!</p>



<h2 class="wp-block-heading has-text-align-center" id="katamari">Franchising <em>Katamari</em> — <em>Once Upon A Katamari&nbsp;</em></h2>



<h3 class="wp-block-heading has-text-align-center">Can <em>Katamari</em> Slop?</h3>



<figure class="wp-block-image aligncenter size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-42.jpeg"><img loading="lazy" decoding="async" width="611" height="612" src="https://gamesline.net/wp-content/uploads/2026/01/image-42.jpeg" alt="" class="wp-image-32628" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-42.jpeg 611w, https://gamesline.net/wp-content/uploads/2026/01/image-42-400x401.jpeg 400w, https://gamesline.net/wp-content/uploads/2026/01/image-42-300x300.jpeg 300w" sizes="auto, (max-width: 611px) 100vw, 611px" /></a></figure>



<p class="wp-block-paragraph">Up to this point, one of videogames&#8217; greatest contributions to humanity, <em>Katamari Damacy</em>, has periodically gotten new releases to keep up with new console generations before transitioning to simply remaking older releases so that they exist on PC. This was all we ever needed and not a drop more was ever necessary, however, the money printing machine marches onward. <em>Katamari</em> puts food on our tables and clothes on our children—before quickly rolling it up from our tables, heading to the wardrobe, and rolling up the children of course. But there’s a component to this that will naturally affect the design of an entire game: if there is now an expectation for new, future <em>Katamari</em>, what shape can that take? We already roll up everything in the universe in every game and we always will—how can you expand on <em>Everything</em>? In a word: Curation.</p>



<p class="wp-block-paragraph"><strong>[gets real close to the microphone to make sure the people in the back can hear the single most important word a librarian can give you as panacea for our overwhelming information age]</strong></p>



<h3 class="wp-block-heading has-text-align-center">C U R A T I O N</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-41.jpeg"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-41.jpeg" alt="" class="wp-image-32627" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-41.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-41-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-41-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">We can curate everything into eras. <em>Once Upon A Katamari</em> curates all of its levels into different eras of civilization. A future game can curate all of its levels into art histories, or Malaysian islands and cultures, folk festivals of North America, frames of velocity, the life of John Candy, ocean tides, chemical properties (imagine a vinegar level where you start your roll with a antacid tab), multiverses, Getting Over It with My FoddyMari,</p>



<p class="wp-block-paragraph">We do deserve an ode-to-videogames inspired <em>Katamari</em> game. 9-Volt <em>Katamari</em>.</p>



<p class="wp-block-paragraph">Wait, an open source <em>Katamari</em> could do this…</p>



<p class="wp-block-paragraph"><em>Once Upon a Katamari</em> made some wise and specific design choices to set them up for further successful franchising in ways that I would have thought <em>Katamari</em> was heavily resistant to. I know it’s annoying to take a game of pure whimsy and be like: wanna see how the meat is made? But check out the king’s meat.</p>



<h4 class="wp-block-heading has-text-align-center">Solon Katamari Safety Tip: In case you are ever in a real-life Katamari attack, always keep kids around you as they will be your last possible sign to activate one of these new fancy mid-level cutscenes to get the hell outta there. Also get on a shelf! Katamaris always struggle with things on the second or third shelf of a cabinet.&nbsp;</h4>



<p class="wp-block-paragraph">The biggest change they made to the core of <em>Katamari</em> was adding powerups that can be rolled over and activated to make your Katamari move faster or hoover up objects really quickly. It’s delightfully Namco to default your design’s tertiary objectives to ZOOOOM BUTTON, but hey it’s a classic device for a reason. <em>Katamari</em> has previously been a very ‘pure’ experience; lacking in any distraction from the primary objective of any given level. But this classic kart-racer design tool always works to give the player moments of control and power that purposefully break up the flow of rolling. Equally classic ‘Namco’ design is the addition of collectible crown-shaped tokens in each level which serve two very practical purposes: get players to explore the level at various sizes, and give players a metaprogression tool that feeds them into a bunch of customization menus. The other core change to how the game is played is simplifying the controls so that you no longer need to hold both sticks to move the Katamari in a direction, and so that The Prince’s dash is simply on the trigger instead of alternating the sticks. These are very clinical design choices that remove friction and take away from the whimsy, but after 20 years of <em>Katamari</em>, it is kinda nice to see it grow up and put on the suit and tie.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-40.jpeg"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-40.jpeg" alt="" class="wp-image-32625" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-40.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-40-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-40-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">&nbsp;</p>



<p class="wp-block-paragraph">Further professionalizing <em>Katamari</em> is the addition of a few new modes. Online multiplayer mode KatamariBall is designed about as subtly as a brick, and it combines with surprisingly robust Cousin customization to make the bedrock of what will become staples of all future <em>Katamari</em> games. It’s good to see them keeping this ‘simple’ and not overthinking or getting cute with things that feel less ‘inspired’ and more ‘the union has negotiated this into their contract to secure the bag for upcoming sequels’—which, oh shit! We can talk about that now! </p>



<p class="wp-block-paragraph">Shouts to all the union workers now in the games industry, the incredible organizing of GWU has been bearing fruit all year and currently <a href="https://www.gamedeveloper.com/business/half-of-us-game-workers-want-to-join-an-union-survey-says">half of all games industry workers</a> are looking to unionize in 2026. They are securing contracts with health care, parental leave, reducing crunch—and we can start talking about phase two: modality initiatives to secure the bag for asset artists and networking teams. Once you’ve got online modes and character customization? You gotta have it in the sequel too! Systems that make a game stronger and more franchisable can absolutely be a part of these union negotiations! It legitimately helps companies see past a release and into their next decade. So look forward to some strangely specific games system becoming a political battleground in 2026—probably a relationship system, as admins try and fail to get the labor offloaded onto AI practices. And when that inevitably crashes because people hate dating the robot lady in the self-checkout line, we’ll need great union-strong games writers to pick up that slack!</p>



<figure class="wp-block-image aligncenter size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/katamari-gif.gif"><img loading="lazy" decoding="async" width="346" height="376" src="https://gamesline.net/wp-content/uploads/2026/01/katamari-gif.gif" alt="" class="wp-image-32645" style="box-shadow:var(--wp--preset--shadow--natural)"/></a></figure>



<p class="wp-block-paragraph">Look, I’m so excited to be writing anything about a <em>Katamari</em> game and that means you get me at my worst behavior. We’re going to dig into some really fucking nerdy design minutae—the stuff I think about when the lights are off and nobody is around to hear me… Did you notice the loading screens are there, but they are super fast and it’s kinda weird? The quirky loading screen behaviors synonymous with Namco-Bandai’s PS2 era are quickly becoming vestigial. Where are they going? Something has gotta get loaded, right? Well kinda, they are getting hidden into the various onboarding devices after level-selection. So when the player goes to see the King of the Cosmos, the computer is spinning that initial state of the level up (segmented by size-based gates that make the world larger as you progress) and when you are Royal Rainbow-ing at the end of levels the system begins streaming the level results section and queues up the main overworld. These are primary concerns of a game’s flow that developers are constantly thinking about even though they are something the player very rarely has to think about unless something has gone wrong (or in the case of<em> Final Fantasy XVI</em>, <a href="https://youtu.be/_Oyjldkh5kE?si=9AChUa0zb2jiGjEn&amp;t=1702">way too right</a>) I wouldn’t be surprised if we have a rash of fake load-times/loading screens coming up in games just to give the player better buffer between modes. So Katamari is now in a position where it might have to rethink its overall menu flow in ‘future releases’ (again, a phrase that we couldn’t really say a year ago). The default order of level select -&gt; King’s debrief -&gt; loading screen -&gt; level explanation is becoming more cruff than substance as computers have gotten really good at object proliferation. We have to re-balance player onboarding and the cognitive load that comes with it alongside these absurdly fast loading times, not that The King Of The Cosmos has any interest in these things—but brother you ARE on the chopping block! You know who else has this problem? The king of this very specific shit: Masahiro Sakurai. I’ve only gotten to see and play a tiny bit of <em>Kirby Air Riders</em>, but the king of menus and load-flow is back, and some of those menus are super chunky. Friction-filled gnarly character and vehicle select menus that are hiding a lot of fun processing in the background. If you are interested in this field of menu flow, Sakurai’s the guy to look at, especially <em>Kid Icarus: Uprising</em>.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-38.jpeg"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-38.jpeg" alt="" class="wp-image-32623" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-38.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-38-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-38-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">I believe this is the only time I’ve published any thoughts around <em>Katamari</em>, so it’s about time for the full monty. There is this peculiar structural problem with <em>Katamari</em> games that some day I dream of <s>fixing</s> complicating. You know how your Katamari gets ranked by what it is made up of? The results screen gleefully tells you your ball is quite ‘Partition-y’ or some such nonsense. I’ve always found this so unsatisfying, when you could really easily be getting into the meat of summarizing what all was rolled up! It’s 2026 now and I demand Katamari Classification systems! I know I’m the only person who has ever dug into the full item glossary that every game has, but they could be so much more robust with stronger object tagging behaviors. That’s right, I’m suggesting a taxonomy audit of objects in <em>Katamari</em> games. Real sicko librarian shit. We know objects have mass and size, sometimes they have other properties in certain modes like making the Katamari more ‘hot’ or ‘sweet’ depending on the level requirements. But they only have a single level classification system where objects are only collocated by genre. Each object could have various tags that help better describe each rolling journey the player undergoes. The resulting planet’s Core could be an object genre based on the quality of what was rolled up in the first half of a level and then the Crust could be a descriptor genre based on the second half of the level. In the saloon level you start by rolling up small beverages, and by the end you are rolling up large tumbleweeds and cowboys—call that planet <em>Dusty </em><strong>Sipper</strong> and there you go! Yep, that looks dusty alright! But it goes further than just making more fitting descriptions. Once tagged, objects can exhibit behaviors based on reading the tags of proximal objects and boom! Now you’ve got semantic triples! The Katamari can exhibit life mid-rolling as objects can now sense one another on the ball. If you want 22nd century <em>Katamari</em> today, send in a data scientist to inject linked data structure and theory into this children’s video game franchise. The possibilities are endless, and it starts with giving reverence to the object classification system. It’s just curation!</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-37.jpeg"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-37.jpeg" alt="" class="wp-image-32622" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-37.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-37-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-37-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">We’ve got more modern design trends to try to twist our brains on, but it felt so nice this year to see <em>Katamari</em> growing up alongside me. It was this strange PS2 cult hit for such a long time that I didn’t think it would break out of that status, and even if it did that it would be stripped of its soul along the way. <em>Once Upon a Katamari </em>does make some sacrifice, but this entry permanently enshrines The Prince as one of the canonical game characters of all time now that he’s gotten to shine for a new generation of players.</p>



<blockquote class="bluesky-embed" data-bluesky-uri="at://did:plc:aa23o5w4w2afknay44oqxqz6/app.bsky.feed.post/3m3szehhpxs22" data-bluesky-cid="bafyreidajjf5rl3fminssgxdbm656uuwnbmpi7n32lcgbqqpkpzk7t4uly" data-bluesky-embed-color-mode="light"><p lang="en">My son is rolling up underwater creatures in Katamari and he found a mollusk and was confused by it and he said “maybe it’s a ghost in the shell” and now I’m extremely confused and trying to figure out where that came from. Who is exposing my child to anime???</p>&mdash; Jeff Gerstmann (<a href="https://bsky.app/profile/did:plc:aa23o5w4w2afknay44oqxqz6?ref_src=embed">@jeffgerstmann.com</a>) <a href="https://bsky.app/profile/did:plc:aa23o5w4w2afknay44oqxqz6/post/3m3szehhpxs22?ref_src=embed">October 22, 2025 at 7:39 PM</a></blockquote><script async src="https://embed.bsky.app/static/embed.js" charset="utf-8"></script>



<h2 class="wp-block-heading has-text-align-center" id="drifter">LucasArts vs The 21st Century — <em>The Drifter</em></h2>



<h3 class="wp-block-heading has-text-align-center">This Shit’ll Turn Your DNA Australian</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-36.jpeg"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-36.jpeg" alt="" class="wp-image-32620" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-36.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-36-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-36-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">So you want to be nostalgic and modern at the same time, huh? In art we&#8217;re always synthesizing our inspirations in a way that walks this line trying to find out how much &#8216;homage&#8217; you can get away with before you are seen as fraudulent. This is magnified in videogames where systemic expression often has so much developmental distance from aesthetic expression, despite how much they inform each other throughout development. Because of how much technical heavy lifting this all is, the LucasArts styled Point-and-click has seen very little development since <em>Grim Fandango</em> in 1998. This effect is most notable within Ron Gilbert&#8217;s <em>Thimbleweed Park</em>, a very well crafted story that is nevertheless held back by the trappings inherent to the style: Clunky interface, world is too large, overwhelming options. And none of these make <em>Thimbleweed Park</em> bad, I heartily recommend it actually (the DLC is still <a href="https://store.steampowered.com/app/638280/Thimbleweed_Park__Ransome_Unbeeped/">the best dollar you can spend on Steam</a>) but it always felt like we were so close to seeing a new generation of point-and-click games on the horizon and nostalgia has felt like the only thing holding it back.</p>



<p class="wp-block-paragraph">But that&#8217;s not really the whole story here, because we&#8217;ve had loads of point-and-click games over the last fifteen years, building from distinctly non-LucasArts traditions.&nbsp; These are built inside of engines capable of creating a wide array of point-and-click styles, but inevitably they&#8217;ve all run into the same tensions: the more action/verbiage your game uses, the harder it is for players to keep up. The more beautifully ornamented your graphics are, the harder it is for players to find what to click on. Unique abstractions can surprise the player and push them to think wider (oh, I guess I trade peanut butter for 500 ants, sure), but it can also confuse and frustrate just as many other players. These are all things that <em>The Drifter</em> has taken a novel approach towards: By developing new controller support options, it is much easier to play on controller than any other P&amp;C I&#8217;ve played. This does mean there aren&#8217;t any designed pixel hunts (which have long been a pariah of the genre, but they can have a place). This also lets them get away with making much more robust and ornamented screens—but still not too ornamented because <em>The Drifter</em> realizes some people are still using a normal mouse-and-keyboard interface.</p>



<p class="wp-block-paragraph">Does this mean they &#8216;fixed&#8217; the Point-and-Click? Why don&#8217;t we always do it like this? Well, let&#8217;s look at a tradeoff. So if controller becomes faster and easier (in a genre we currently call &#8216;Point and Click&#8217;), could there be a pacing issue between interfaces? Could that pacing difference be seen as controller being &#8216;easy mode&#8217;? These types of design questions are way more &#8216;figured out&#8217; in how we see pacing in other game genres, like Visual Novels, Gachas, and SHMUPs, but this is a genre that gets to be run largely by narrative design pacing like a mystery author would use.</p>



<p class="wp-block-paragraph">(Design Tangent: pacing design becomes a very practical P&amp;C issue in Escape Room style P&amp;Cs like those from the Flash era because the player can focus on operating each little puzzle box. Anyways, go play <a href="https://store.steampowered.com/bundle/3669/Rusty_Lake_Bundle/">every Rusty Lake game</a> and <a href="https://store.steampowered.com/bundle/272/Amanita_Bundle/">every Amanita Design game</a>. They are all so good. It will not take long, I promise!)</p>



<p class="wp-block-paragraph">So with all this Point-and-Click design theory in mind, imagine with me: what if <em>Maniac Mansion</em> on the NES used a cursor that locks on to hotspots instead of a mouse-style cursor? This entire genre would be incredibly different-shaped from that design decision. That&#8217;s why, while it might be easy to say &#8220;<em>The Drifter</em> fixed pixel hunting in P&amp;Cs&#8221;, we should recognize there&#8217;s something lost from this design methodology.&nbsp;</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-35.jpeg"><img loading="lazy" decoding="async" width="1185" height="474" src="https://gamesline.net/wp-content/uploads/2026/01/image-35.jpeg" alt="" class="wp-image-32619" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-35.jpeg 1185w, https://gamesline.net/wp-content/uploads/2026/01/image-35-768x307.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-35-400x160.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">But also&#8230; <em>THE DRIFTER</em> FIXED THAT SHIT! IT&#8217;S INCREDIBLE! The pacing is generally controlled by the episodic design. The UI for controller support is intuitive and even helpful for mouse controls. The divide between items and conversation topics is clear and helps guide the player instead of overwhelming them. And even aside from that, all of the fundamentals come so easy to <em>The Drifter</em>, it&#8217;s unfair. I&#8217;m playing this game and just thinking about how cracked out Australia&#8217;s design fundamentals are. How are they like this? How is the ANZ region more popular on this list than anywhere else in the world? I&#8217;m realizing that y&#8217;all have won a very peculiar award by landing right here as the most tension-exploring games region, but thank you and please keep doing whatever the hell y&#8217;all are doing! <em>The Drifter</em> is exploring new futures for how we design P&amp;Cs and I hope a lot of people are taking notes.</p>



<h2 class="wp-block-heading has-text-align-center" id="hades-ii">Supergiant Games vs Sequels — <em>Hades II</em></h2>



<h3 class="wp-block-heading has-text-align-center">Two torches are not a weapon. They are a cry for help.</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-34.jpeg"><img loading="lazy" decoding="async" width="1081" height="527" src="https://gamesline.net/wp-content/uploads/2026/01/image-34.jpeg" alt="" class="wp-image-32617" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-34.jpeg 1081w, https://gamesline.net/wp-content/uploads/2026/01/image-34-768x374.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-34-400x195.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">C&#8217;mon guys&#8230; Guys&#8230; Com—no like come on though? We know you don&#8217;t make sequels but like, when you make a sequel it doesn&#8217;t have to be Exactly The Same as the previous one but with more steps. 555-COME-ON-NOW this is a copy-paste. I&#8217;m sorry. That&#8217;s a damning design criticism but like, the signs are all there: I do not have to play this game any differently from the last. There are no choices within <em>Hades </em>II&#8217;s rooms or boons that would affect the outcomes of my runs any differently, but there sure are More choices! A God from Mount Olympus has bequeathed upon me +5% charge speed? Well Zeus better kept that fuggin receipt, I gain +5% charge speed whenever I clench my butt. I know this is a copy-paste because instead of building myth and telling tale, every character just talks about mechanics of the game. I don&#8217;t CARE how much the scythe of stankonia&#8217;s faster hit arc reminds you of my quest to &#8220;kill Chronos&#8221;, Odysseus! Get a hobby! No wonder Melinoë needed to run away, she&#8217;s trying to get away from all of you talking about whatever weird powers she is manifesting. God forbid a witch do anything around here without having to read through three levels of tool-tips to understand what things do.</p>



<p class="wp-block-paragraph">Melinoë&#8217;s cool though.&nbsp;</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-33.jpeg"><img loading="lazy" decoding="async" width="960" height="623" src="https://gamesline.net/wp-content/uploads/2026/01/image-33.jpeg" alt="" class="wp-image-32615" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-33.jpeg 960w, https://gamesline.net/wp-content/uploads/2026/01/image-33-768x498.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-33-400x260.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">Anyways, there isn&#8217;t a cool design tension to learn about here, if there was I wouldn&#8217;t be this mad. They made a perfectly balanced and tensionless sequel to their previous huge breakthrough game, isn&#8217;t. that.. 😀 😀&nbsp; justtsofucking,,. 😀 great?.?. D: D:&lt; itsCozy EVEN!.f,1ad -aaaanyways, I just wanted to rant a bit before making my main point that Supergiant Games should not make any more sequels ever again &#8230; unless it is <em>Transistor 2</em> of course, obvious exemption—or <em>Pyre 2</em> cuz that&#8217;s GOTTA go somewhere. Yeah no okay ok or <em>Bastion 2</em>? but like if it was inspired by <em>Hades</em>?? That would fuck though. Fine fine you’re totally right, hey Supergiant? You cool. Do what you do. I&#8217;m still a little miffed by the blandest barely hand-holdey yuri that I&#8217;ve ever seen in my life not that it matters since your Greek Easy-Pass to classics-approved bisexual horny town got hella scooped by a much hornier superhero coworker romance novel game, but like, hey—already bygones—we know you aren&#8217;t usually Mr. Play It Safe but, look&#8230; the numbers? The numbers were way too good to pass up. I hear that&#8217;s what playing with the devil will get ya&#8217;. Make that <em>Hades 3</em> money if you gotta, brother. We&#8217;ll see you at the crossroads either way~</p>



<p class="wp-block-paragraph">Anyways, we&#8217;ve learned nothing here, but even still I can&#8217;t say the time was wasted, it was just spent playing videogames.</p>



<h2 class="wp-block-heading has-text-align-center" id="mgsv">Failure To Plan vs Plan That Fails — <em>Metal Gear Solid V</em></h2>



<h3 class="wp-block-heading has-text-align-center">Doesn’t Matter If We Suck, Because Huey Sucks More!</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-34.png"><img loading="lazy" decoding="async" width="1137" height="751" src="https://gamesline.net/wp-content/uploads/2026/01/image-34.png" alt="" class="wp-image-32525" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-34.png 1137w, https://gamesline.net/wp-content/uploads/2026/01/image-34-768x507.png 768w, https://gamesline.net/wp-content/uploads/2026/01/image-34-400x264.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">All rise for our favorite online pastime: discussing the spectacle of hypermasculinity. Watch as these boys self-destruct under their own futile self-glorification and myth building while missionrotting under the desert sun. I desperately wish for a Diamond Dogs situation to happen to every libertarian in the white house and every ICE officer ever employed. The ultimate glory of Big Boss is a story about a bunch of gay bitches who think they are putting together a new world order but end up building a suicide cult out of prisoners of war&#8230; Well, that would be the story&#8230; Except they do fight over an absurdly super-sized robot with sexy thighs, they do have multiple global-level health infestations, their enemies do have freaky psychic powers, and so they are technically saving the world actually. At every turn, this game bends over backwards just to justify what the Diamond Dogs fight for, even though watching them simply destroy themselves in cutscenes styled after 00s TV drama <em>24</em> is more rewarding and justified. </p>



<p class="wp-block-paragraph">The core themes around severed limbs and dopplegangers are wholly undercut when we can point to the very real pain in all of our asses that is Huey. The game overall doesn’t have a fraction of the guts it takes to commit. If only there was some simple and convenient way to delegitimize everything that happens inside of it as if it were non-canon. Oh perfect, Big Boss isn&#8217;t the real Venom Snake, he&#8217;s out having other adventures while we rot for PMC clout. The jarhead sucker who the player plays as is supposed to be holding the mirror up to the player, but that trick only really works if the player is a jarhead-shaped dude? There&#8217;s very little point to discuss what it would be like if this game were finished, or what Kojima&#8217;s contributions to it really were, because it&#8217;s just overall too non-committal for anything to stick, and too embarrassingly bare-bones to try to advocate for the things that do land. (Rooting through every soldier profile to eliminate soldiers speaking a specific language would be interesting as a critique on military administration, if it had any impact at all on your forces impact or morale.) And the most frustrating part is that, that&#8217;s what <em>Metal Gear Solid V</em> is proud to be! It does not strive for anything greater than having the player replay the opening mission again hoping that they come to some new conclusion seeing everything again. It’s not nihilism, it’s just empty. And to replace fantasy with a redundant gritty realism as an excuse to justify all this vaguely retro-aesthetic paramilitary global conflict packed inside of a generic glossy spy thriller reminds me of when Daniel Craig did it in <em>Quantum of Solace</em>.</p>



<figure class="wp-block-video"><video height="1080" style="aspect-ratio: 1920 / 1080;" width="1920" controls src="https://gamesline.net/wp-content/uploads/2026/01/mgsv-clip.mp4"></video></figure>



<p class="wp-block-paragraph">I spent all of 2025 playing every <em>Metal Gear</em> game, and while I trudged through some real stinkers for the first time—we abandoned <em>Metal Gear PoOps</em> as soon as Superman Snake fought his second Regular Tank with hundreds of bazookas and grenades—there were wonderful little moments at the periphery of the main <em>MGS1</em>+<em>2</em>+<em>3</em>+<em>4</em> lineup that I really enjoyed!<em> Metal Gear 2</em> still manages to command a lot of power through its simple and effective interface while establishing tons of charming set pieces that become mainstays for the franchise. Even <em>Peace Walker</em> earns a truly insane climax that I didn&#8217;t expect. But then I finally hit the game I&#8217;d spent a decade avoiding: Venom Snake Horse Adventures. And let me tell ya, Venom Snake Horse Adventures makes a lot less sense outside of the context of 2015. To make an open world game in the <em>MGS</em> universe for the PS3 meant punting at every possible design conflict: won&#8217;t the player recognize that every African outpost is just individual &#8216;levels&#8217; strung together by lonely desert paths they can skip by helicopter? Should the player have a constant companion that can&#8217;t be harmed and generally makes the player more comfortable? Sure. Whatever&#8217;s most fun. And thank goodness for that because it is the one thing that this game believes in above anything else: the Venom Snake Horse Adventure section should be Fun!</p>



<p class="wp-block-paragraph">The best part of <em>MGSV</em> is choosing the giant robot fight again, sticking your own mix-tape into Snake&#8217;s ears, getting on your horse, and running away from Sahelanthropus while giggling as <em>MGS</em>&#8216;s soundscape interrupts Sabrina Carpenter break up songs. Or whatever you want to imagine Snake&#8217;s guilty pleasures would be. It&#8217;s even worth going back to—the way it has been cared for post launch has been substantial! It helps that <em>MGSV</em>&#8216;s entirety takes up 12GB less space than this year&#8217;s <em>Dragon Quest 1+2</em> and <em>3 HD-2D</em> remakes combined. (WHY ARE THEY 20GB EACH?) It is very easy to play this game without having to interact with any of the story, narrative, or characters mucking up your Afghani Cowboy Fulton Funtime.&nbsp;</p>



<p class="wp-block-paragraph">I can’t claim to know anything about what happens in Konami as an organization, however like everyone else I’m incredibly tempted to divine meaning from their relationship with this game. It feels like so much craft and care was put into the multiplayer and in the photograph system in the cockpit of your travel helicopter. The farther you get from any parts with voice acting, the more beautiful the game gets, and so I am left struggling with these crumbling pieces trying to figure out if Konami Can’t Cook or if Konami Won’t Cook. It’s the same authorial struggle that happens when watching WWE wrestling where you’re like: I know this performer doesn’t suck, but they sure do suck here! And it’s not a death by committee type thing or a Kojima left the project thing or an overwhelmed-by-open-world design type thing because all of these systems were thoroughly pre-tested within <em>Peace Walker</em> and <em>Ground Zeroes</em>. The entire process to make da game juices good was thoroughly undertaken. I’ve seen Konami’s dev teams when they phone it in and this wasn’t that. At the end of the day, all I can really point to is that this game was made by Diamond Dogs: they can deny any failure by pointing at their plan’s fail points and say “see, all according to our specsheet” as they continue to devour their own.&nbsp;</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Metal Gear Memes That Make My Therapist Write Stuff Down" width="800" height="450" src="https://www.youtube.com/embed/OoWgOQlLYxA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p class="wp-block-paragraph">Some day these AAA video games are gonna recognize that their ‘long tail’ is actually the players’ ‘long tail’. But it starts with recognizing that Konami’s best design decision for <em>MGSV</em> was when they got Duran Duran to release Invisible for <em>MGSV</em>. Source: it’s pinned on my <a href="https://bsky.app/profile/chorby.org/post/3m5s7b7b2uc2s" type="link" id="https://bsky.app/profile/chorby.org/post/3m5s7b7b2uc2s">Bsky</a>.</p>



<h2 class="wp-block-heading has-text-align-center" id="peak">Stupid Friends vs Stupid Games — <em>Peak</em></h2>



<h3 class="wp-block-heading has-text-align-center">If All Your Friends Jumped Off A Bridge, Was It For Content?</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-36.png"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-36.png" alt="" class="wp-image-32613" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-36.png 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-36-768x432.png 768w, https://gamesline.net/wp-content/uploads/2026/01/image-36-400x225.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">Alright, enough op-ed posting, lets get back to science. Twenty Twenty Five was the year of Friendslop, which is a classification category so robust that we here at The Institution That Names Genres (<a href="https://gamer.ischool.uw.edu/releases/">A place I do genuinely work at right now</a>) had to have major discussions about it between lectures. Usually we ignore the discourse because it comes up with weird things like “hypercasual” or “survivorslike” which are clearly not settled design phenomena (although Horde Survival is pretty solid). But Friendslop! Oooh man what a can of taxonomical worms that is! So we know that games are just better across the board with friends and we also know that you can basically give players a tin can of beans and some string and if two players are in the space together they’ll just make up a game about it themselves. You don’t have to DO all that much as a designer to keep jingling keys when the players can bounce things off of one another and generally enjoy themselves. Does that make multiplayer gaming its own genre? Does that make multiplayer games their own form of expression separate from single player gaming? Is multiplayer gaming a different medium altogether? In the same way that improv and stand-up are entirely different mediums even though improv is just multiplayer stand-up? These are the things that have kept designers up at night for decades. Ever since those British bastards at Rare exposed the whole game by saying they slapped <em>Goldeneye</em> multiplayer together as an ‘afterthought’. Like, YEAH but you don’t have to SAY IT like that!</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-35.png"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-35.png" alt="" class="wp-image-32612" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-35.png 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-35-768x432.png 768w, https://gamesline.net/wp-content/uploads/2026/01/image-35-400x225.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph"><em>Peak</em> came out real fast from Aggro Crab and it&#8217;s not like it is better or worse than <em>R.E.P.O.</em> or <em>Lethal Company</em> or <em>Content Warning</em>, but it has a lot more design constraints than those. Rather than throwing players in randomized rooms with toys and monsters, <em>Peak</em> says: here’s the mountain we generated for you today, can you and your friends climb it? Much of the easy low-hanging fruit of friendslop comes from how easy it is to subvert a game’s limitations or expectations by getting goofy, since play is so easy to come by when you have friends. Conversely, <em>Peak</em>’s design is centered around keeping all the players contained as much as possible. Everyone has to color inside the lines together for the best outcome. So this is one of the tensions when designing friendslop: Should the systems of a multiplayer game get more rigid as play progresses, or should it start rigid and then loosen up? Should the game be stupid so your friends can be smart, or should the game be smart so your friends can be stupid?</p>



<p class="wp-block-paragraph">When you start up <em>Peak</em> you are in an airport terminal waiting to set the stage and rules for your group’s ascent—it’s a loading zone for you and your friends. It’s a fantastic place to get all the silliez out and is full of toys to mess around with that help everyone practice the mechanics. This zone is the scaffolding for what I call ‘The Board Game Paradox’: you wanna play games with friends so you buy a new board game but then when your friends come over you find out they have no interest in learning a new board game. This happened all year this year where people were like: “wanna play [friendslop] with me?” “I don’t have that” “Well I’ll get it for you” “Okay but I’ll probably only play it once” “That’s fine, it’s cheap!” and then I only play it once and now it just sits there on the shelf… The purpose of the game is for making memories with friends, yet my main memory of the game becomes ‘I think I played that once?’ And that’s a really tough thing because getting friends together for a game night can be very difficult! Add on mods and versioning differences and all the other quirks of modern computer gaming and it can be a much rougher experience than expected—thus <em>Peak</em>’s hang out and tutorial zone that every month after launch kept getting new toys like basketball hoops and a photo booth, but this toybox space is a mere shadow of something larger and everyone in the room knows it. So once your party is truly ready, eventually the pressure gets put on to the host to start the ascent. After choosing settings for your climb, you ceremoniously crash land at the base of the mountain and you and all your friends get to bask in the enormity of your shared task. For the next 40min to an hour and a half you have to color inside of Aggro Crab’s lines. And if everything goes horribly wrong? Well hey, we go back to the airport terminal, play on the conveyer belts and take selfies together!</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-32.jpeg"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-32.jpeg" alt="" class="wp-image-32610" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-32.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-32-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-32-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">To imagine this tension being served in the opposite direction, it would be like if <em>Fall Guys</em> had a loading zone where you could train drills with your little bean friends on various common obstacles. And then when you get to the real thing, everything spills over into that classic <em>Fall Guys</em> chaos and nothing goes to plan! Then you zip back and get to practice again in a training room like it’s a fighting game’s online mode. Both can totally work, but it was so impressive to me how well <em>Peak</em> serves Aggro Crab as a continuation of their design concept that when you express control over your systems, players will respect that regardless of genre, tone, or style. Games that earn being silly because they take the player (and <em>players</em> plural!) seriously.</p>



<h2 class="wp-block-heading has-text-align-center" id="abiotic-factor">Multiplayer Perception vs The Setpiece — <em>Abiotic Factor</em></h2>



<h3 class="wp-block-heading has-text-align-center">Are You Seeing What I’m Seeing?</h3>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-31.jpeg"><img loading="lazy" decoding="async" width="1600" height="887" src="https://gamesline.net/wp-content/uploads/2026/01/image-31.jpeg" alt="" class="wp-image-32608" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-31.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-31-768x426.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-31-400x222.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">It is insane to me that <em>The Unfortunate Spacemen</em> team could watch Wayne Radio TV introducing the <em>Half-Life</em> Roleplay Renaissance to the world, and then three years later produce a full immersive multiplayer simulation ready for early access all centered around roleplaying the kooky <em>Half-Life </em>Scientist. Abiotic Factor is a stunning roleplay game for tons of reasons, but there is one specific tension I want to drill down into that is inherent to the multiplayer immersive sim. Which now that I&#8217;ve written that is not really a thing that exists. So we&#8217;re exploring the cutting edge here—brand new tension just dropped! If you are busy working on tasks, and your science buddy in the Discord call triggers an event that dramatically changes the world state, how do you know? <em>Abiotic Factor</em> chooses to let this tension hang in a way that ends up simulating exactly what it was like for most of the scientists at Black Mesa when Gordon Freeman opened that portal. It&#8217;s also what I can only assume is a perfect roleplay of being MasterGir in <em>HLVRAI</em> desperately trying to usher all their dingus friends through the plot points of <em>Half-Life</em>.</p>



<p class="wp-block-paragraph">Now that we can identify this tension exists, we can imagine other directions this can go. Imagine an open world where everyone is doing little tasks and the main goal is always in plain view, perhaps if the immersive sim took place on an O&#8217;Neill Cylinder and all players could always look up to see various state changes. Or the inverse, everyone is mining into a sphere and the sphere has state changes that inform players of various conflicts to their tasks. I&#8217;ve been playing <em>Elite Dangerous</em> this year, and wrapping my head around the cosmic infinite with an MMO-volume of players feels like such a drop in an infinite ocean, but it gets close to this feeling. We built a space base at the edge of space (come hang at <a href="https://www.edsm.net/en/system/stations/id/218766/name/HIP+12381/details/idS/600964/nameS/Beer+Legacy">Beer Legacy</a>, we’ve got the best hyperdrives and now no more slavery! [war is ongoing]) and then it immediately started serving other players reaching out to their own further edge of space.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-30.jpeg"><img loading="lazy" decoding="async" width="1600" height="890" src="https://gamesline.net/wp-content/uploads/2026/01/image-30.jpeg" alt="" class="wp-image-32607" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-30.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-30-768x427.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-30-400x223.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph"><em>Abiotic Factor</em> does not have <em>Elite Dangerous</em>’s galaxy-sized data spreadsheets of player behavior, so they have to use other methods for corralling players. The base-building features have a deep time and resource sink to them, especially if your group of players want to personalize the space. With respect to this, there are certain parts of the tech tree that get unlocked to streamline those features (larger inventory boxes, better multi-tools, weapons with abilities to handle more specific situations, portal toilet) and whenever those would unlock, it was usually around the same time that we’d been eyeing a relocation to a spot that is deeper in our Black Mesa science facility. Although, we were always window shopping for the obvious ‘safe’ rooms: lots of power outlets, naturally occurring furniture, low enemy spawns—all the things a young polycule of homeowners is looking for. Building ‘forward bases’ as we called them would usually result in all of us resetting our goals and catching our bearings. All of us were constantly at different levels of understanding the map, the game logic, and various silly intricacies of the game—like, we would take walks together to make sure we knew how to get between all of our bases in case anything went horribly wrong and a player got stranded back a the original spawn point (&lt;3 u Coffee Base). These were the player misalignments that we could manage as a group, but there is still the issue of when the game needs to take over with a big setpiece that changes the state of the world.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-29.jpeg"><img loading="lazy" decoding="async" width="930" height="543" src="https://gamesline.net/wp-content/uploads/2026/01/image-29.jpeg" alt="" class="wp-image-32605" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-29.jpeg 930w, https://gamesline.net/wp-content/uploads/2026/01/image-29-768x448.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-29-400x234.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">Syncing up events in an online space with a first-person perspective is probably the hardest programming struggle possible, and for an unknowable reason New Zealand’s Deep Field Games has decided to make it their entire thing. We’ve done this for a long time in games, but it is still a mount Everest for the craft to get two computers to send the amount of data an FPS requires. Driving a vehicle in Abiotic Factor with your friends in it is about as stable as it was in Halo 3. So it’s not. But hey, we’ve figured out fighting game netcode and that seemed impossible too for the longest time. But we’ve mostly worked on this problem from the situation when players are in conflict with one another &#8211; many variables are constant in that specific situation. In a game like <em>Abiotic Factor</em>, our dear friend Angel could trip over an event flag while doing their tasks and suddenly a new door has opened, Will was at home base managing the supplies, Sage was there but there was a low hanging pipe in the way, and Solon was taking a shit and doesn’t really know what’s going on anyways and is largely along for the ride as an extra meat shield whenever necessary so it’s preferable to keep him in the dark in most cases anyways. How do we resolve this? <em>Abiotic</em>’s got two solutions, a simple solution: slap a waypoint on stuff that changes! Sure sure sure. Tried and true! But here’s the setpiece secret magic in a remote-yet-synchronous situation: Use Portals. </p>



<p class="wp-block-paragraph"><em>Abiotic Factor</em> uses portals to transport the player between various wacky situations and hijinks—it’s a trick to extend the setting of Black Mesa so it can have a snow level—but more importantly it’s a Moment and it can be Prepared For! It’s that Squad-up moment that almost always has a comfortable staging section for everyone. And then all of the most thrilling bits of <em>Abiotic Factor</em> happen right as your squad exits the portal! It’s just another example of exquisite design from da goddanged ANZ. It works perfect for a slapstick comedy to have a group of people armed to the teeth stepping through a portal where they are all expecting to get pied in the face by horrible monsters just to find out they have been swept to a magical Ikea where all the toilets are functional! The game’s a heavy lift, but it has always been worth the effort to share these moments with friends, just let me know when you want to play it again.</p>



<h2 class="wp-block-heading has-text-align-center" id="goty">GOTY 2025: Hey, You Made It Down Here!</h2>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-37.png"><img loading="lazy" decoding="async" width="829" height="559" src="https://gamesline.net/wp-content/uploads/2026/01/image-37.png" alt="" class="wp-image-32641" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-37.png 829w, https://gamesline.net/wp-content/uploads/2026/01/image-37-768x518.png 768w, https://gamesline.net/wp-content/uploads/2026/01/image-37-400x270.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">THREE-WAY TIE! IT’S FUCKIN <strong><em>TOREE SATURN</em></strong>!!! GO PLAY <strong><em>CAPE HIDEOUS</em></strong> RIGHT NOW AND SMOKE SOME PIPE! FINISH WITH <strong><em>ENA: DREAM BBQ</em></strong>. YOU CAN BEAT ALL THREE IN AN AFTERNOON WITH YOUR FRIENDS IN A DISCORD CALL AND STILL HAVE PLENTY OF TIME AFTERWARDS TO GO HANG OUT WITH YOUR PET! HERE IS MY SON JUPITER, YOU DESERVE IT FOR READING ALL THE WAY DOWN HERE.</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/01/image-54.jpeg"><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamesline.net/wp-content/uploads/2026/01/image-54.jpeg" alt="" class="wp-image-32652" style="box-shadow:var(--wp--preset--shadow--natural)" srcset="https://gamesline.net/wp-content/uploads/2026/01/image-54.jpeg 1600w, https://gamesline.net/wp-content/uploads/2026/01/image-54-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/01/image-54-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>
<p>The post <a href="https://gamesline.net/best-design-tensions-of-2025/">Best Design Tensions of 2025</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<title>E3 2021 Day 1 &#8211; Day of the Devs Roundup</title>
		<link>https://gamesline.net/e3-2021-day-1-5-day-of-the-devs-roundup/</link>
					<comments>https://gamesline.net/e3-2021-day-1-5-day-of-the-devs-roundup/#respond</comments>
		
		<dc:creator><![CDATA[Solon]]></dc:creator>
		<pubDate>Fri, 11 Jun 2021 02:25:43 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[a musical story]]></category>
		<category><![CDATA[asobu]]></category>
		<category><![CDATA[axiom verge]]></category>
		<category><![CDATA[behind the frame]]></category>
		<category><![CDATA[day of the devs]]></category>
		<category><![CDATA[death's door]]></category>
		<category><![CDATA[demolition robots kk]]></category>
		<category><![CDATA[despelote]]></category>
		<category><![CDATA[double fine]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[e3 2021]]></category>
		<category><![CDATA[elec head]]></category>
		<category><![CDATA[garden story]]></category>
		<category><![CDATA[iam8bit]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[lootriver]]></category>
		<category><![CDATA[moonglow bay]]></category>
		<category><![CDATA[phantom abyss]]></category>
		<category><![CDATA[rhythm game]]></category>
		<category><![CDATA[road 96]]></category>
		<category><![CDATA[sanpo]]></category>
		<category><![CDATA[soup pot]]></category>
		<category><![CDATA[the wandering village]]></category>
		<category><![CDATA[toem a photo adventure]]></category>
		<category><![CDATA[unbeatable]]></category>
		<category><![CDATA[vokabulantis]]></category>
		<category><![CDATA[walk]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=21401</guid>

					<description><![CDATA[<p>19 games, 19 promising winners!</p>
<p>The post <a href="https://gamesline.net/e3-2021-day-1-5-day-of-the-devs-roundup/">E3 2021 Day 1 &#8211; Day of the Devs Roundup</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>You may be in full fever E3 fever mode <a href="https://gamesline.net/e3-2021-day-1-summer-games-fest-roundup/">from Geoff Keighley’s trailer parade this morning</a>, but immediately after the Summer Game Fest presented by Prime Gaming, Geoff “Amazon Gamer” Keighley used the platform to showcase Double Fine’s annual Day Of The Devs presentation. Here, we got to see a worldly showcase of some of the coolest games in various stages of their development cycles. The presentation of this showcase by devs and for devs was stunningly natural compared to Geoff’s <em>Mandalorian</em> Set/Hype Cube which allowed for easier viewing of actual game footage. So here is a selection of the exciting, cute, and even cool upcoming games from Double Fine and iam8bit’s: Day of the Devs 2021.</p>
<p><strong><em>Axiom Verge 2<br />
</em></strong><em>Thomas Happ Games</em><strong><br />
</strong><div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=ipM0ZQWKMwk"><span></span><img decoding="async" src="https://img.youtube.com/vi/ipM0ZQWKMwk/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
The original <em>Axiom Verge</em> was an indie Metroidvania-styled game that came out in 2015, way before the small boom happened with <em>Dead Cells</em> and <a href="https://gamesline.net/johns-top-ten-games-of-2019/">John’s 2019 GOTY, <em>Touhou Luna Nights</em></a>. And because of that it slipped under a lot of people’s radar who hopefully now can go back and try one of the most naturalistic stylized games in the genre. <em>Axiom Verge 2</em> maintains an aesthetic melding nature and technology, but instead of the run-and-gun shooting of the previous game, it is ramping things up a notch with a system that combines melee-ranged combat and hacking your enemies to use their advantages in your favor. It looks just as evergreen as the previous entry did, but with even slicker design sensibilities. The developer, Tom Happ, insists the game can be beaten without defeating each boss, which sounds enticing to me!</p>
<p><strong><em>Toem: A Photo Adventure<br />
</em></strong><em>Something We Made</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=KgBRLRaEdws"><span></span><img decoding="async" src="https://img.youtube.com/vi/KgBRLRaEdws/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
So we’ve been seeing photo games this year, and they are all great. There are no misses. <em>Umarangi Generation</em>, <em>New Pokémon Snap</em>, <em>Alba: A Wildlife Adventure</em>, which all do a great job of emulating nature-photography styled gameplay. You go to a spot, shoot it, and leave — while trying to not interact with that world so your photos can do the talking. <em>Toem</em> is an adventure game where your main adventuring tool is your camera, so you’re just as much a part of the world as they are, and your photographs are keys to achieving your personal goals just as much as they are for achieving other people’s goals around you. I’m excited to play more photography games since every one I’ve played has been a banger, but even more I’m into <em>Toem</em> because it’s got a chic grayscale aesthetic and the world directly reacts to you taking pictures of it in a way the other photo games were conscientiously avoiding. Also, I gotta figure out what a Toem looks like!</p>
<p><strong><em>Phantom Abyss</em></strong><br />
<em>Team WIBY</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=yicglqHr9Kw"><span></span><img decoding="async" src="https://img.youtube.com/vi/yicglqHr9Kw/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
God. The pitch for this game is so easy. Okay look: Procedurally-generated <em>Indiana Jones</em>-style booby-trapped temple that you have to run through and if you die, you never get to see that dungeon again. You are surrounded by ghosts of everyone else who has ever tried that dungeon and whoever gets to the end with the fastest time, it seals everyone else in the dungeon forever. Incredible. Gobsmacked by the temerity of how sick this game is! 3D <em>Spelunky</em> with all your pals. What more has anyone ever asked for?</p>
<p><em><strong>Garden Story<br />
</strong>picogram via Rose City Games</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=4pvitzwXPDo"><span></span><img decoding="async" src="https://img.youtube.com/vi/4pvitzwXPDo/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
I know you’ve heard the old adage from your grampa-pa: Go adventuring, complete quests for the community, be a grape, get out the ‘ol panflute and play a little tune. When my grampa-pa was giving me that sound advice, it came out of respect for picogram and Rose City Game’s new game <em>Garden Story</em>. Which is a humble top-down adventure game where you play as Concord, a cute grape, in a cute town, with cute fishing, questing, and crafting mechanics. The sweetness of this game is immediately palpable from the first screenshot, but even more importantly, all of the sub-systems in the game look carefully considered and interesting to play with. There is a feature-rich adventure here to go along with the cute story and aesthetics, so when this drops in a few months Summer 2021, I’ll be jamming right there along with my little frog and cherry buddies.</p>
<p><em><strong>Soup Pot<br />
</strong>Chikon Club</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=wSu9utlTvrg"><span></span><img decoding="async" src="https://img.youtube.com/vi/wSu9utlTvrg/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
Nobody uses a cookbook anymore! <em>Soup Pot</em> gets the true authentic way of cooking in the modern era is through the to-do list on your phone, and uses a UI of that style to guide you through cooking real Southeast Asian and Pacific Islander recipes. As opposed to most cooking games’ fast and responsive cook-on-a-timer-or-DIE style, <em>Soup Pot</em> is about the relaxing and meditative quality of food prep and cooking. By focusing the entire game on the pot itself, it becomes all about the relationship between your ingredients and how that changes from fridge to plate. The presentation of the game looks incredible and it goes to show how well curated all of these games are that a game as focused as <em>Soup Pot</em> can be a part of the showcase!</p>
<p><em><strong>A Musical Story<br />
</strong>Glee-Cheese Studio</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=W_CWjfHy7co"><span></span><img decoding="async" src="https://img.youtube.com/vi/W_CWjfHy7co/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
In <em>A Musical Story</em>, you play through the struggles of a rock musician’s life on the road as he heads off to cut his teeth on a major musical festival. To advance through the sentimental story, you tap through a rhythmic sequence that seems purposely vague. Of all the games, this is one I am a little leery of, as the story is clearly alluding to Jimi Hendrix’s life and early death, and to dramatize that story within a video game is a sensitive subject to me and many others. I hope this crew from France knows how big a bite they are taking, because it may end up being larger than their pastel-y cartoon aesthetic can chew.</p>
<p><em><strong>Vokabulantis<br />
</strong>Wired Fly Stop Motion/Kong Orange/Morten Søndergaard</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=iQDZ_BFx6fM"><span></span><img decoding="async" src="https://img.youtube.com/vi/iQDZ_BFx6fM/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
Johan Oettinger in this video gives you SO much information beyond just this cool game with a weird name. Everyone should just watch this video by itself and take in just how wild video games are to make. <em>Vokabulantis</em> is a sidescrolling adventure game made entirely out of stop-motion animation, and it looks breathtaking. The tiny glimpse of gameplay we have tells about a world in ruin where the kids we play as are jumping around dilapidated buildings to their own peril with a chaotic whimsy that will terrify any parent. They find a robot who directs them to help out with powering the building as the kids continue to climb it. The end of the trailer suggests that the kids may actually not be okay, and between the presentation style and that little hook, I’m excited to see more about what <em>Vokabulantis</em> has in store. As long as I can figure out how to spell it right!</p>
<p><em><strong>Road 96<br />
</strong>Digixart</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=ZgVf3089d5g"><span></span><img decoding="async" src="https://img.youtube.com/vi/ZgVf3089d5g/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
WTF is this? I am not entirely sure what I’m looking at or how to parse it? But it sure is promising a lot! When I was a kid I was mystified that <em>Shadow the Hedgehog</em> could possibly have so many different story routes that all had their own titles underneath them, that is the only way I know how to understand <em>Road 96</em>, which boasts a whopping 148,268 routes on dusty Southwestern Americana-styled highways. As a kid fleeing to the border, trying to escape a dangerous country, you’re going to need to hitchhike, climb, and foot your way through many dangerous situations. I’d love to know more about what kind of characters can show up and how they affect your person in a way that brings the entire opportunity space up to such a massive number! Little do the developers at Digixart know, I’m about to find them route #148,269!</p>
<p><em><strong>The Wandering Village<br />
</strong>Stray Fawn Studio</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=3Q9DBW9YK7k"><span></span><img decoding="async" src="https://img.youtube.com/vi/3Q9DBW9YK7k/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
I am admittedly not a god-sim type of gamer. That’s a genre for big-brain geniuses who are able to focus on a task for much longer than I can. However, <em>The Wandering Village</em> looks incredibly appealing because your entire village is limited to the size of the back of a giant dinosaur-like creature who is a friend (and possibly ally??) And as this dinosaur moves through different biomes on the planet, your task of keeping your dinosaur’s back clean of hazardous pollutants and your civ healthy becomes extra challenging! I love how this god-sim game has its own god-type creature that you must work together with. God-sim coworkers! It’s a really inventive twist to a well-loved format of game. Multi-layered alien world god-sim drifting.</p>
<p><em><strong>Unbeatable<br />
</strong>D-Cell Games</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=p67Lh63hrnA"><span></span><img decoding="async" src="https://img.youtube.com/vi/p67Lh63hrnA/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
This game <a href="https://dcellgames.itch.io/unbeatable-white-label">still</a> fucks.</p>
<p><em><strong>Death’s Door<br />
</strong>Acid Nerve</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=MxXfqGcxICM"><span></span><img decoding="async" src="https://img.youtube.com/vi/MxXfqGcxICM/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
Where my corvus crew at?? Put a sword in your wing and start swinging cuz you’re the grim reaper now baby! This adventure game has a lot of style to it, but I just want to immediately point out that during cutscenes your crow character will move its head frantically in that funny and inquisitive way that birds do, which rules so much. Anyways, even outside of the gimmick, I love stories where you are the arbiter of death and your tasked with dealing judgement on a bunch of big bad bosses. This game seems full of big chunky bossfights with different kinds of people who can actually recognize that you are death incarnate and react as if they can fight off death. There’s a neat dynamic in the story where you are apparently one deathbringer in a bland white-collar office of many different crows, as if this is a completely mundane job to be doing. You know… reaping souls and whatnot. A little sass and a lot of fun means that <em>Death’s Door</em> is ANOTHER adventure game that hits the list of cool-as-hell looking adventure games.</p>
<p><em><strong>Behind the Frame<br />
</strong>Silver Lining Studio</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=43E59MFCkBM"><span></span><img decoding="async" src="https://img.youtube.com/vi/43E59MFCkBM/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
I’m just painting here but this old man across the street is also painting, and he’s got a cat. He is pretty hot so I’m just gonna sketch him and his cat hanging out together. No, it’s not weird, I’m normal! I just don’t want to say hi is all. Oh, his old cat just jumped between our rooms. That’s probably as good a way to introduce myself, but I won’t, because I shan’t get up from my drawing, lest the ink not dry. Hey yeah, I’m not entirely sure what is happening in Behind The Frame, but I’m hoping I can flirt with the cute old man in the building next door. It seems there may be a greater mystery inside this point-and-click adventure game with some animation styles similar to Studio Ghibli, and the vibes are real chill so it seems like a really good place to just click around a whole bunch! Between <em>Behind The Frame</em> and <em>Soup Pot</em> you could have a really good stay-at-home-and-chilling duology of games.</p>
<p><em><strong>Moonglow Bay<br />
</strong>Coatsink</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=azXfqs8-cUA"><span></span><img decoding="async" src="https://img.youtube.com/vi/azXfqs8-cUA/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
<a href="https://gamesline.net/author/chris/">Christine</a> also summed up this one well too when she wrote: “an 80’s canadian Minecraftlike fishing RPG where you’re a fuckin’ newfie” and as someone with Norweigan ancestors, to that I say, &#8220;Uff Da!&#8221; <em>Moonglow Bay</em> is a voxel styled crafting game where you play as a little fella named Guppy who will complete tasks around the titular bay by fishing, cooking, and crafting from within your little trawler. And you aren’t just limited to boating, as the entire town is open to explore with a day-night cycle and calendar to mix up which NPCs are where at any given time. It seems like a fun and modest game with a lot of care put into the presentation that combines clean modernist voxel spaces with a soft cartoony visual-novel style UI. If these fishing mechanics are solid, then I’m gonna be hooked when this drops on the game pass later this year.</p>
<p><em><strong>Lootriver<br />
</strong> straka.studio</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=gzTsXKAeVU4"><span></span><img decoding="async" src="https://img.youtube.com/vi/gzTsXKAeVU4/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
You can see a lot from a top-down perspective in games, and normally you are a little guy running around doing stuff, but in <em>Lootriver</em> you play as the guy, the light, and the path itself underneath the guy trying not to get swarmed by tons of shadows running about trying to overwhelm you. This is a fast-paced action game where the action is actually optional if you know how to maneuver yourself! By moving tetris shaped blocks that your character is standing on, you can carefully manipulate the combat arena in ways that give you severe advantages over what you are fighting. It looks so neat in action, and I have NO CLUE how it will work in my hands if I tried to play it. But it looks really neat and the procedurally-generated aspect of <em>Lootriver</em> gets me even more excited than it normally would for these kinds of games. I just want to drift along the darkness on my little <em>Tetris</em> pontoon.</p>
<p><em><strong>Despelote</strong></em><br />
<em>Julián Cordero &amp; Sebastián Valbuena</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=_w7OO5gAX-A"><span></span><img decoding="async" src="https://img.youtube.com/vi/_w7OO5gAX-A/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
So your this kid right, and you kick the soccer ball, yeah? And it’s Ecaudor in 2001 and everyone is recovering from this big financial crisis and the Ecuador National Team is about to qualify for the World Cup for the first time — and it’s kinda a big deal in your world. And you kick the soccer ball with your friends. And you kick your soccer ball and a dog pops it and your world is ruined. But you kick your flat ball at the dog owner and the dog owner repairs it and reinflates it! Your world is saved!<em> Despelote</em> is a subtle autobiographical game with a scratchy hand-drawn filter over real photographs of the actual park in Ecuador the devs are from, employing impromptu-found-audio from the park itself for the voice lines. It really brings the feeling of being a kid and kicking a ball around to real life as you bother your neighbors and play with your kid friends after class. I’m excited to see what else comes of it, because this preview shows such a nostalgic slice of real life, despite never having been to Ecuador. <em>Despelote</em> is a perfect time capsule that I’m so excited to see fully developed, in the hope that it inspires other similar biographical styled spaces!</p>
<p><strong><em>Last Stop<br />
</em></strong><em>Variable State</em><br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=462gtjIcWnE"><span></span><img decoding="async" src="https://img.youtube.com/vi/462gtjIcWnE/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div><br />
Well, THAT’S out next month! Anyways, Variable State made <em>Virginia</em> in 2016 which ended up flying criminally under the radar and being overshadowed by games like <em>Firewatch</em> and <em>Gone Home</em> so by this trailer, I assume they are sick of playing second fiddle because <em>Last Stop</em> isn’t pulling any punches! Aliens, freaky green portals, body snatching, and other X-files style drama abound as a huge mystery plays out in a strange world. I don’t feel like I have a lot of details, but with Annapurna publishing, I’m hoping that means Variable State can finally get more of the recognition it deserved over the last five years!</p>
<p>And one more thing! A micro-round up of micro-proportions by Asobu Games:<br />
<div class="videoplayer"><a class="no" href="https://www.youtube.com/watch?v=Gst3VHWdZZk"><span></span><img decoding="async" src="https://img.youtube.com/vi/Gst3VHWdZZk/maxresdefault.jpg" alt="" /></a></div><div class="videoclear"></div></p>
<p>Asobu is a content-production and publishing team that is brand new bridging Japanese developers to the west which is something we always need more of. And for this event, they put together multiple games that all look really neat! For this, I think I’ll let Christine’s expert note-taking do the talking for this section because she summed my thoughts up completely:</p>
<p><a href="https://asobu.dev/game/114"><em><strong>Elec head</strong></em></a> <em>by NamaTakahashi</em> &#8211; &#8220;gettin vvvvibes&#8221;<br />
<a href="https://asobu.dev/game/82"><strong><em>demolition robots kk</em></strong></a> <em>by Takaaki Ichijo</em> &#8211; &#8220;looks like gundam rampage&#8221;<br />
<em><a href="https://twitter.com/kazumistudios/status/1355920099635392512"><strong>Walk</strong></a> by Kazumi Games</em> &#8211; &#8220;look fucking weird as shit fmv silent hill school girl what the fuck&#8221;</p>
<hr />
<p>AND THAT’S DAY OF THE DEVS, PEOPLE! We did it! 19 games in about an a blistering 70 minutes! I’m utterly exhausted now. Normally during press conferences I can chill during boring games, but LOOK AT THAT LIST! When was I supposed to chill? During the 3D dungeon crawler that deletes itself? Or while a game promised 148,268 different routes? Just an utterly ridiculous way to cap off the -1th day of E3 2021. The curation put together here blew me away and I think I can speak for all of us after watching two hours of Geoff Keighley, that we needed it. I hope you enjoyed the recap and good luck with the rest of the game presentations this week!</p>
<p>The post <a href="https://gamesline.net/e3-2021-day-1-5-day-of-the-devs-roundup/">E3 2021 Day 1 &#8211; Day of the Devs Roundup</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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