Pushing Buttons: Why every big game looks the same
Pushing Buttons: Why every big game looks the same
June 14, 2022
By Keith Stuart
Summary
Last week, the industry did its best to fill that gaping content maw with three online events - the Summer Game fest, the Xbox and Bethesda showcase and the PC gaming show.
Sci-fi horror game The Callisto Protocol, from one of the makers of Dead Space, looked like Dead Space.
Triple A game development is ruinously expensive - new games often require several studios working in tandem, with hundreds of specialist staff toiling for years on a project.
This has always been partially the case with big games, but the gap between products we're nostalgic about and products that are contemporary has drastically narrowed - which the excitement for a remake of The Last of Us, a game that's barely a decade old.
While watching the big three summer gaming events I kept seeing games and thinking: "Hasn't this been shown before? Haven't I played this?" The truth is, I had, many times, in many slight aesthetic variations.
Best described as an asymmetric multiplayer online slasher sim, the game has four players working together as civilians trapped in a Lovecraftian nightmare zone, like the Upside Down in Stranger Things, while one player takes control of the supernatural psycho killer stalking them.
The game now includes lots of classic cinematic villains including Freddy Krueger and Michael Myers, which adds to the nostalgic horror fun.
Reference
Stuart, K. (2022, June 14). Pushing buttons: Why every big game looks the same. Retrieved June 21, 2022, from https://www.theguardian.com/games/2022/jun/14/pushing-buttons-why-every-big-video-game-looks-the-same