The director of Final Fantasy XV has said in an interview that the first half of the game is open-world, while the second half is linear. At this point, anything they could possibly say that shows that the game is getting closer to release is good news. But Square Enix is practically the pioneer of the linear-start-open-end style, and they’ve stuck to it from Chrono Trigger to Final Fantasy XIII. What are they hoping to achieve by flipping the conventional JRPG structure on its head?
A while ago, I said that “it’s rare to see a game as divisive as Pokemon Go.” Apparently, I was wrong, because here comes No Man’s Sky and its angry lynchmob. This game has been hyped for years, and in a tragically predictable turn of events, the hype has backfired. One of the main points of contention is the lack of real-time persistent multiplayer, which is something that players have been expecting and the developers have been promising. But does real-time persistent multiplayer truly belong in the No Man’s Sky vision?
Puzzle and Dragons is a strange case of game design. It’s a mobile game that’s as maliciously monetized as they come, but it’s built upon an amazingly deep mechanic that the developers seem to have stumbled upon by accident. Even with their latest updates, they struggle constantly to balance the two attributes of character-based statistics versus player-based skill. The latest content to hit NA is a dungeon where you fight against a half-dragon girl named Myr, and she introduces several new mechanics that force players to change the way they play… but for better, or for worse?