While I agree on your point on pre-interpretation, I'm not sure this is new to Infinite. Amalur did it, Skryim did it (I watched hours of that stuff for Skyrim) frankly many games seem to do it - more intereviews with the art directors, lead designers etc... but it's all a matter of what exactly they're saying: if they're trying to determine a viewpoint towards the game in advance, or are communicating specific content, spin a bad game, entice, etc. So, a spectrum perhaps...
I do love Phil Fish (incidentally met him at PAX East last year when he showed Fez) and frankly mostly agree with him - with the exception of whatever Atlus publishes and whatever Platinum games dreams up - just wish Suda 51 would get his act together
"The drive to make money is a big one, which, in a broad way, can be blamed for the lack of creative risk-taking and originality in the industry: no publisher is going to want to take a chance on a game (or in this case, an entire market) that is not going to wield a guaranteed profit." That's a problem in more ways that only gendered games, though that's clearly an issue too. Great read, great article. 2 thumbs up!
@shaunmc Fair enough. Recycling questions in interviews also isn't good. :) I'll have to go hunt for that interview about recycled locations. Thanks for letting me know!
What should've been addressed is the overly-recycled environments. I really love the game after 60 hours. I play on hard, enjoy the combat, and think the world is compelling. I just really think they should've done more to introduce you to a wider variety of environments and locations. Recycling the same dungeon 20 times doesn't cut it.
anyone interested in indie game reviews, news, interviews, and commentary should check out the Autonomous Regime Union, GS's only indie union: http://www.gamespot.com/pages/unions/home.php?union_id=AutonomousRegime
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