Welcome to the final episode in our series examining the first two works of Fumito Ueda: Ico and Shadow of the Colossus and turning to the present with some bonus content surrounding The Last Guardian. We talk about the games' pillars and our personal takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
A bit of The Last Guardian
0:34 Segment: Pillars/Takeaways/The Last Guardian
Issues covered: getting all the tails and fruits and making one's way to the top of the temple, meaningful companion characters, making a boss the level, set pieces vs mechanical depth or integration, grip meter convergence, holistic integration of space/camera/mechanics, trying the outlandish, the discipline of simplicity, console lifecycle and buyer influence, credits padding for publishing, storytelling and mystery and curiosity, repeated themes, mechanical depth and replayability, unpredictability, description of Trico, art direction, sense of scale, design of Trico, narrative setup, onboarding in The Last Guardian, understanding how a thing works and still finding it magical, degree of difficulty, quibbling over controls seems to miss the point, charm in character control, world design and camera missing wonderful moments, holism misfire, could does not equal should, competing goals, changing the approach to play.
Games, people, and influences mentioned or discussed: Phil Rosehill, Super Metroid, Naughty Dog, The Last of Us, Darksiders, Dark Souls, God of War, The Last Guardian, Journey, Flower, Republic Commando, The Incredibles, Ninja Gaiden, Devil May Cry, Mario series, James Taylor, Team Ico, gen Design, Conan the Barbarian, Mako, Rygar, Jurassic Park, Legacy of Kain: Soul Reaver, Crystal Dynamics, Amy Hennig, Uncharted, Indiana Jones, Visceral Games, Tomb Raider, Tim Cain.
First couple of hours of Legacy of Kain: Soul Reaver
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