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While beautiful visuals don’t make a bad game good, they can make a great game brilliant. Wind Waker had exactly this advantage because of the sheer quality control at work here.
The Souls series isn’t as hard as some people say it is. It’s just smarter than the player to begin with.
BioShock, despite its age, still stands as one of the best universes ever created by any development team for the enjoyment of the public.
It’s no secret that Shadow of the Colossus is one of the finest video games ever made. The endless praise, and acclaim that the game has amassed over the years has given it an untouchable status.
Every boss needs their own unique soundtrack. It acts as a calling card, and allows players to experience wonderful, or terrifying, memories of nostalgia once again.
Excellent bosses aren’t easy to make. They require tact to design, and a team that knows what they’re doing. Despite best efforts sometimes, a terrible boss can be created rather than a compelling one.
Bosses are a fundamental part of video game heritage. They not only represent a greater challenge that the player must overcome, but also embody that level which you’ve likely just reached the end of.
From Software are no strangers to the art of creating great bosses. Even since their first venture into action-RPG territory with Demon's Souls in 2009, they’ve managed to invent adventures with bosses that hold special places in hearts of players. Bloodborne was no different in this sense.
As the fastest selling new IP released for the previous console generation, with combined sales of an estimated two and a half million copies – it’s difficult to understand why a direct sequel to the roleplaying giant Dragon’s Dogma hasn’t been greenlit yet.
Ever since 1986 when Link first made his way from the screens of the arcade, and into the hearts of gamers everywhere, Nintendo has kept their development of all Legend of Zelda titles in house.
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