

One example, but feels like game design was focused on feeling invincible, rather than the combination of weak and strong that shaped the London Heist story.ĥ) Presentation. Why not have the player captured and escape? Could create a VR experience of captivity (hood over head, etc) and use it to explain why protagonist leaves the army. The initial scene of saving a captured soldier was a bizarre start. For me, this created more distance from the character and less immersion.Ĥ) Lack of imagination. In contrast, B&T character talks and makes decisions without player interaction. In contrast, B&T often gives the player nothing to do while listening to NPCs.ģ) Protagonist: London Heist features a silent protagonist and ends with a personal choice.

Seems like an unfortunate middle ground between stationary and free movement.Ģ) Fewer opportunities for interaction: In London Heist, levels were carefully constructed to provide interaction, even if not essential. It's gives an illusion of control, but no way to actually explore your surroundings. B&T adopted node system that is actually pretty uncomfortable - you're not in control of the movement so easy to feel queesy. Trying to figure out why.ġ) Movement: London Heist figured out how to make sitting down always interesting. My immediate reaction playing Blood and Truth was that it lacked the thoughtfulness and polish of the earlier London Heist demo. Game Discussions Previous AMAs PSVR Dev? Send us a message!.Legacy Side-Projects: Vue - PSTV Subscribe to upcoming events here.

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