I’ve played Tron Evolution a long while back, but it was also my first try of a 3D TV gaming experience. While I liked the game, I liked the motion sickness a lot less, which is why it took me so long to try the game again. And here we are!
Category: Game reviews
Heuristic evaluation of Mini Ninjas and how to describe problems
This article goes through an old heuristic evaluation using Katherine Isbister and Noah Schaffer’s criteria found in the Game Usability book. You’ll find an example of presentation slides, followed by an in-depth review of common mistakes to avoid when writing expert reviews. Continue reading Heuristic evaluation of Mini Ninjas and how to describe problems
Cats 2048 – usability evaluation
As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.
Next up, Cats 2048.
Colorful 2048 – another usability evaluation
As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.
Next up, another colorful 2048.
Continue reading Colorful 2048 – another usability evaluation
2048 – tile merge feedback comparison across games
This article takes a look at how different 2048 games provide feedback when a player successfully merges tiles and how those feedback choices affect player perception of their success and progress. Continue reading 2048 – tile merge feedback comparison across games
2048 : quit game
This article looks at how 2048 games manage closing the game and what it means for the player experience. Continue reading 2048 : quit game
2048 mania
As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.
Next up, 2048 mania.
Bloodborne’s optional step by step tutorials empower players
Optional tutorials give everything away…
Default tutorials for offline players are scattered accross the place. They attrack the player’s attention through animations that add to the ambiance of the game. Bloodbornes tutorials are fully integrated and add to the experience rather than disrupting it.
Continue reading Bloodborne’s optional step by step tutorials empower players
Bloodborne’s character creation remains quite complicated
Customizing the character’s appearance doesn’t really match the player’s logic
Character creation screens are usually complex. The one of Bloodborne is also complicated.
Despite generally implementing usable features and shortcuts for players, the character creation screen is somehow awkward. The screens are very cluttered with many different unrelated settings. Some things are grouped together, others separated. For example, I’ve seen players get really annoyed by face presets changing the skin color of their character.
Continue reading Bloodborne’s character creation remains quite complicated
Bloodborne’s cues and feedback quality
Clear feedback that conveys personality
Identifying interactive objects : highlights and error messages
Players somtimes confuse natural lighting with iteraction cues but interactive items are easy to identify
Light effects are very effective to draw the player’s attention on objects. In Bloodborne, the lighting tends to attrack the player to decoration that isn’t interactive. It soon becomes easy to make the difference between “natural light” and actual items to pick up thanks to a shiny dot and a highlight in the dark that is active even without a torch.