- Remember when @idlebookclub was a thing? :( 53 minutes ago
- Look, SFers. Now you have a real piece of shit to hate on, instead of a fake Googler in a staged video! valleywag.gawker.com/happy-holidays… 6 hours ago
- Someone give JP Morgan a medal. It's quite impressive how completely they've missed the point of Bitcoin. bbc.co.uk/news/business-… 7 hours ago
- Also, I have a 24/7 Starbound dedicated server running for me and some friends, so if you're looking for a server to play on, let me know! 9 hours ago
- Starbound is really something else. The sheer scope of this game is mind-boggling. 9 hours ago
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Tag Archives: action-adventure
January 15, 2012Posted by on
There’s been a big trend towards including freerunning and climbing gameplay into a lot of games in the last few years, particularly action-adventure games, and this has generally been an enjoyable step forward for the genre. Graphics have advanced enough that having smooth contextual animations for all sorts of running, jumping, climbing and rolling moves is completely doable. Almost all the recent big-budget titles with free roaming elements have managed to make them look pretty good. Many of them have failed to make them feel good, however.
I recently finished Assassin’s Creed: Revelations, and playing around with its climbing and freerunning aspects gave me an interesting idea. Thinking back through some other recent action-adventure games I’ve played, a theory began to emerge: The level of autopilot present in a game’s free-roaming mechanics form a bell curve of enjoyability. This may not immediately make much sense, but let me give you a couple examples. Read more of this post