

Difficulty balance is especially hard for puzzle games, I guess. You can get a good estimate with lots of testing (ha!) with many participants, but even then you or me personally can be outliers.
Difficulty balance is especially hard for puzzle games, I guess. You can get a good estimate with lots of testing (ha!) with many participants, but even then you or me personally can be outliers.
I guess something Portal 2 lacked was the element of surprise.
Every student could apply for parent-independent support. There are processes from other countries to learn from.
I’d say that Portal 2 even improved the first one in every aspect.
I personally consider Disco Elysium very much a game (a way better role-playing gamer than most), because an “interactive story” is a game. Combat shouldn’t be a necessary condition. Planescape: Torment should have had the guts to scrap its lackluster combat and focus on its strengths.
probably non-existent
Honorary mention of Unofficial Elder Scrolls Pages, which existed as a fan documentation hub since the mid 90s.
Pillars II, he did minor work on Pillars I and was not the only person working on their other hits.
Don’t act like Avellone was the only talented creative at Obsidian, it’s one of the best AA teams out there.
Huh, that’s why Vilja has the peculiar “I’m lost” dialogue option. Really cute story!
Never played Oblivion with companion mods, but I liked Vilja a lot in Skyrim. One of the few female companions that wasn’t designed to be the player’s projection canvas for juvenile fantasies.