Tutorials & Controls in Catherine’s nightmares
In this article, we are going to have a closer look at Catherine’s controls and tutorials. Let’s have a look at how players accomodate awkward controls by moving from using the stick to using the less input-error-prone directional arrows. Next, we will see how even the good tutorial of Catherine can fire back when too much explanations discourage users from using game features.
Continue reading Game review : Catherine’s Tutorials and Controls Usability Review
Catherine is a game about problem solving. Players need to learn techniques, chunk them to remember them easily and detect patterns in the environment to know when to use which technique to progress in the game. Repetition also leads them to over-learning : techniques become automatic and allow the player to be faster and to reach higher awards as he masters the game mechanics and execution.
Continue reading Problem solving in Catherine and how the interface design decisions influence player performance
Catherine is a mature game about adultery and pushing boxes. Don’t run away, it’s the good kind of pushing boxes. Just let me take you through the first steps of the game.
Tested on PS3
Continue reading Catherine’s game Interface usability review : how mismatching mental models affects player experience
Strange adventure, though not the first of its kind, is a nice game that uses player reflexes against them. The game is composed of stages during which the player will be treated with unfair and sadistic game rules, that will punish him whenever he will use knowledge of games acquired in typical platformer games. It forces the player to think outside the box to beat the game.
Tested on Android / Samsung Galaxy S3
Continue reading A game usability assessment of Strange Adventure