Josh Bycer's Expert Blogs
Doing research for horror games, I came to id Software's attempt at making a horror FPS, and I wanted to talk about why the veteran developer messed up when it came to horror.
The recent plans to close Sony's older digital stores frame today's post talking about why videogame preservation needs to be taken more seriously, and the steps I would personally like to see taken.
Success is often hard to measure for game studios, especially indie dev. But for today, I want to talk about an important metric that every studio needs to hit, and sadly, most have yet to reach.
Writing my fourth book on horror gave me the chance to revisit the entire Resident Evil franchise, and in today's post, I wanted to try and rank them in terms of horror design.
Getting Over It With Bennett Foddy brought the idea of "rage" or "jank" games to the mainstream. Love them or hate them, there's an interesting design discussion about games purposely built to make you pull your hair out.
The Revelations series may have been just a spinoff of Resident Evil, but Revelations 2 surprised me with just how well it nailed the formula of a good Resident Evil game.
With all the news surrounding Resident Evil 8, I wanted to take a step back and talk about how the series lost its way and what lessons to take away from it.
For this analysis, I looked at Death Stranding and how one of the most polarizing games of the last generation holds up from a design perspective.
We're revisiting Silent Hill for today's design post and how what many consider to be the start of the decline of the famous series still has essential lessons on horror design for modern titles.
Early Access has proven to be a popular and viable option to release and develop a game by for indie developers. For today, we're going to look at what it means in the current market and the steps you need to take to have a successful early access game.
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