Hi, I'm Blake. My first game was '89 Doors', a rage game where you escape mazes whilst being pursued by an insatiable creature of hunger, and now I'm working on a tower defence game called 'Forgive Me My Henchman', where you play as a typical head 'bad guy', deploying henchman and sabotaging a building in an effort to stop a one man army action hero.
"If iOS success is a lotto, Matthew Hall is the luckiest man alive."
Enter Matthew Hall: a guy who is (for the most part) consistently launching great - and commercially successful - games. How does he do it?
I found a link to an interview of Matthew Hall done by Mark Serrels and conducted by KotakuAU. It is simply golden, so I thought I should provide a link to it. You can find the link to the interview by clicking here.
This is an important issue, so to do my part in combatting the portrayal of unattainable body types I have decided to create a realistic portrayal of my protagonist from 89 Doors. Enjoy!
You can find a link to the article I read on Gamespot about this topic by clicking here.
What I find most interesting about it is its ‘butterfly effect’ system. The butterfly effect is from Chaos Theory, and conveys how small changes have compounding effects. What that means is that drastically different scenarios and outcomes can be traced back to choices that you thought were small (or inconsequential) at the time. This is the first time I have seen this fully developed in a game, and it is amazing - it works perfectly for this genre, and I have never felt so immersed in a horror game before.
Is this the future of horror gaming? Perhaps it is, and if that's the case, I can definitely say that I am excited! I would like to send a big congratulations to Supermassive Games for tackling such an ambitious project, and delivering upon it with such style.
PS – As you may know, I am a big fan of these ‘behind the scenes’ videos. You can find a good one about ‘Until Dawn’ on youtube by clicking here.
Thanks YoYo Games!