I’ve always been a stark proponent of the adage, “If it ain’t broke, don’t fix it,” but only up to a certain degree. Familiarity breeds contempt, as another adage goes, and with that contempt comes not only boredom, but a resentment toward what was once loved.
When creating a stealth game, a simple question needs to be answered: if the player were to step back and become a silent observer, would the actions they’ve been sent to disrupt (or antagonize) continue unimpeded? At their core, games built upon the foundation of stealth – that is, one where the player finds themselves
Developers of racing games have a tough gig: create a product that has enough content to keep the player interested beyond their initial introduction to the game, vary that content so as to avoid early-onset tedium, and allow the player to feel as if they’re actually the one in the driver’s seat. Codemasters, having previously
At just after 5 o’clock on the morning of September 1, 1939, Adolf Hitler declared that the Polish people had “refused [his] efforts for a peaceful regulation of neighborly relations; instead it has appealed to weapons.” Shortly thereafter, a small cadre of Panzer I and II tanks rolled across the Polish border, announcing their arrival