How Games Communicate, Without Saying Anything

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Published on ● Video Link: https://www.youtube.com/watch?v=Qr1SKlcBh4A



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Believe it or not, games are CONSTANTLY talking to us, not just through text or voice, but through the way they’re designed.

The Architect, fluent in thousands of languages from across the cosmos, is ready to give you a glimpse into just some of the ways that games can communicate with us, mostly without us even knowing.

You Saw:
DOOM (2016)
Metroid Prime (2002)
Sentinels of the Multiverse (2014)
HEARTBEAT (2018)
Metal Slug 3 (2000)
Phoenix Wright (2001)
HITMAN (2016)
Bioshock 2 (2010)
Cave Story (2004)
Splunkey (2012)
Donut County (2018)
A Hat In Time (2017)
Endless Legend (2014)
Two Point Hospital (2018)

Interesting Links:

Interesting breakdown of DOOM's Combat: https://www.gamasutra.com/view/news/309459/See_Doom_devs_break_down_its_push_forward_combat_design_at_GDC_2018.php

Metroid Prime Retrospective: https://www.eurogamer.net/articles/2011-06-26-retrospective-metroid-prime-article

Interesting defence of Bioshock 2 which is for reals a bit rubbish- https://www.vice.com/en_uk/article/nn9jpz/why-bioshock-2-is-the-best-bioshock-154







Tags:
Video Games
Games
Gaming
Analysis
Critique
Review
Video Essay
Educational
Metroidvania
Platformer
Shooter
DOOM
Doom eternal
A hat in time
Metroid prime
Metroid
Bioshock
Bioshock 2
Cave Story
Adam
Adam Millard
Architect
Architect of Games
English
British
Video Gaming



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