Posts Tagged ‘ Japan ’

Some Game Design Tips

I play a lot of video games. From Shin Megami Tensei: Nocturne, to Tales of the Abyss, to Marathon, and all other sorts of different games. Recently, I stumbled upon a little gem called God Eater. Okay, technically the title of the one released here in the United States is called Gods Eater Burst, but I think just saying “God Eater” is a lot easier.

Now, I love God Eater. I’ve played over ten hours of it already, and I know everyone on the entire planet has already made the comparison, but it’s like a fast-paced Monster Hunter with fifty times more ridiculous anime bullshit where you swing around a sword twice your weight at speeds no human with the muscle build of a swimsuit model could possibly do. GE is fast, looks good, easy to get the hang of, and most importantly; fun.

Now, GE doesn’t have all the depth of MH, and that’s fine by me. In fact GE has a lot of things that MH didn’t, such as a lack of grinding hit boxes that weren’t complete bullshit, and friendly A.I. that could actually fight. Need an item from a monster to make a weapon? Go fight just one of those monsters, as opposed to 18, and you’ve got everything you need. GE also features tutorials telling you how to do everything you’ll need to know, you don’t need to gather up an entire armor set for one skill, you don’t have to worry about negative skills having an unreasonable impact on your fighting, etcetera, etcetera.

Look, you and I both know I’m not bringing this up just to talk about how awesome the game is. I could do that, but I’ll save that for comparing good games with bad games that have bigger fanbases. So why am I bringing up GE? Simple.

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