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CVG Gaming's most frequent design crimes

Part 1: Cut-scenes, blind jumps and AI...

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

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Ocelot5253025d ago (Edited 3025d ago )

good article

I really hate Rubberband AI

Uncharted3Goty3025d ago (Edited 3025d ago )

it is a great article and they are right.

Regulator3024d ago

You know what's lazy, putting lame bosses at the end of your game

Gears of war springs to mind. Some of the most lame last boss fights of all time

MidnytRain3024d ago

Pausable and skippable cutscenes are a great addition to a game. Uncharted 2 allowed me to pause a moment in the story when something came up, but also let me skip them if I so wished, which was especially useful in subsequent playthroughs.

It's curious how they deemed every defendant guilty.