There remained an alchemical brilliance to Fawkner’s discovery, but the subgenre fell out of fashion, as subgenres often do. It just worked.Ī flood - alright, maybe a stream – of copycats followed, and then slowed to a trickle, before drying up completely. ![]() This genre mash-up from Australian studio Infinite Interactive, designed by Steve Fawkner, was all the more inspired for its incongruous, salted-caramel clash of two flavors: gaming at its most casual, abstract, and bite-sized, melded with a long-form storytelling genre known for depth and intricacy. Its creators had a simple idea and executed it well: use a Bejeweled-style match-three puzzle game as the gameplay engine for a role-playing adventure, in which you combat enemies, level up, and follow a story. The original Puzzle Quest, from 2007, is one of those games whose genius is all right there in the title.
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