Just Pause - A Detailed Look at Real-Time with Pause
Hi, I'm Table 53 and this is my video game essay about real time with pause mechanics in video games. What is real time with pause? And what lessons from a real-time, turn-based games does it take? Real time with pause is one of my favourite video game mechanics - an innovative mash-up of both real-time and turn-based tactics that offers up some interesting takeaways for those interested in game design.
Usually I write video game reviews, this is me branching out into something more similar to a Game Maker's Toolkit/Mark Brown style of video, with a video game essay about one of my favourite types of video game.
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Games shown in this episode (in order of appearance):
Into the Breach (Subset Games, 2018)
MASSIVE CHALICE (Double Fine Productions, 2015)
Age of Empires II (Ensemble Studios, 1999)
Overwatch (Blizzard, 2016)
Book of Demons (Thing Trunk, 2018)
Faster Than Light (Subset Games, 2012)
Dungeon of the Endless (Amplitude Studios, 2014)
They are Billions (Numantian Games, 2019)
Dynasty Warriors 4 (Omega Force, 2003)
The Floor is Jelly (Ian Snyder, 2014)
Ratchet & Clank 3 (Insomniac, 2004)
Sunset Overdrive (Insomniac, 2014)
Fallout 4 (Bethesda, 2015)
SUPERHOT (SUPERHOT Team, 2016)
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