It's been a long time since I've been as obsessed with a game as I was with the original Myst series. I played the games multiples times to get all the endings, I even ended up reading the novels based in the games' world. Not only was it a compelling science-fiction concept, but Myst was a game unlike any I'd ever seen before, which fascinated me to no end.
At times it feels like 2018 has been the year of over-hyped games, but maybe that's just my own perception messing with my mind. After all, I was never going to be all that interested in a Spider-Man game, no matter how well received it ended up being.
Honestly, I almost forgot to write and post this week's sketchbook, but not for any reason that will sound impressive. In fact, I was too busy finishing off a game, and watching a movie. I was actually super prepared and already have my doodles scanned and ready to post; it's just the written part that slipped my mind.
After the success of Grand Theft Auto V and the previous Red Dead Redemption game, the avalanche of Red Dead Redemption 2 hype was not unexpected. It seems like whenever Rockstar get around to releasing another game, there's reason to be excited. Few publishers manage to carry that kind of reputation, but is the weight of previous success beginning to weigh them down.
It's always interesting to see what happens when one of the biggest gaming franchises in history decides to change up their development process. I'm sure I'm not the only one who thought Ubisoft's idea of taking a year off from releasing another Assassin's Creed game was a good idea. Especially after the negative sentiments stirred up by Unity. So how did an extra year of development time serve Assassin's Creed: Origins? It's kind of hard to say.
The doodles went a little weird this week, but I'm kind of digging it. After all, I was going to talk about why I choose to focus on certain subjects, so it's the perfect time to change. I usually avoid trying to justify anything I draw simply for the sake of it, but hopefully we can avoid any amount of artist wank-speak along the way.
Welcome back to the land of beautifully realised, small-scale, narrative gaming excellence. I'll never ceased to be amazed at how a great little game can stick with you far beyond an average big game. Then again, we all know that sometimes good things really do come in small packages.
This one's being posted late, because I always write these posts right before they're posted, and this weekend has been busy. Honestly though, I don't think it really matters at the end of the day though; these deadlines should be considered to be a little more fluid.
Hype can be a double-edged sword, as it's often a result of aggressive marketing that never lives up to its promises. Over time we've learned to avoid buying into the huge swell of praise and applause handed out to big budget "hits", thanks to a long list of disappointing experiences that were supposed to be transcendental. It's a shame then, that when a truly excellent game comes along, it's mired in doubt on account of all the hype built up in its wake.
Straight up, there's not a whole lot to show this week, but what I do have is kind of exciting. I didn't doodle much, and what I doodled is really of no consequence, which probably says something given my usual low quality. Anyway, I thought it might be fun to show some paintings instead.
Immersion often seems like the holy grail of game design, as it's often seen as the key to a player's overall enjoyment. It's why so much effort is put into input methods and fancy new controllers with motions sensors and vibrating functions. The more a game can draw us into its world and make us believe what we're seeing, the better, but there's one type of game that needs nothing more than a player sitting at a computer.
It's not often that I get to be happy about a lack of content, but when it's the result of being productive in other ways, I'm cool with it. So this week there's only a few doodles to show, as I've been spending more and more time putting paint on canvas.