Kenneth on Games: Dodging in “Batman: Arkham Knight”

Back when the Arkham series was going at full blast, it seemed inevitable that its freeflow combat system would get copied and used in all sorts of games, from Mad Max to Shadow of Mordor. Now, we can see that it hasn’t happened. Developers have learned the limitations of what freeflow combat can and can’t do, and a lot of that is tied to how it relies on an overloaded dodge maneuver. One single mechanic can skew the design of a whole series in a suboptimal direction.

Kenneth on Games: Disruptions in “Overcooked”

Overcooked is a game that lives and dies by its level design. The basic game mechanics are so simple that one would wonder if it was even possible to build a game around them. To maintain a feeling of “simple-but-difficult” the designers make heavy usage of special disruptions in the levels. Most of the time, these disruptions really sell the game and make it a lot more fun. Sometimes, they don’t.

Kenneth on Games: Decision Making in “Thumper”

Thumper is a “rhythm violence” game where you are a space beetle and you are confronting a maniacal giant head from the future. It doesn’t make much sense from the description, and even though Thumper is best described as a rhythm game it’s a bit of a stretch. Most rhythm games don’t offer many opportunities for decision making, whereas Thumper is designed around giving the player a little bit of control over their fate, and then toying with that amount over the course of your wild ride.