Does game play evolution hinder creative design?
Recently completing Shadows of the Damned I found myself provoked by the argument of whether the evolution of game design in the industry hinders game studios from creating their own image and expressing individual creative views. With Shadows of the Damned you have game play elements that can be considered dated and passe; from the extremely linear game play progression, one-dimensional combat and pseudo quick time events. While SOTD does play like it should of been released three years ago I found going chamber to chamber blowing demons heads off a visceral and satisfying feeling. Suda 51 is known for his style of substance approach in game design and seems to be the exception to the rule going against the grain when developing for a Western audience. Having many critical praised Western and Japanese games: Killer 7, No More Heroes and recently SOTD, Suda 51 is an exciting game developer who sets his own twisted, bizarre dick joke enamored standards for what he believes video game design should be. Is it frustrating having to push the x button to open every door, or not being able to skip long winded cut-scenes? Yes, but SOTD is an experience that I fully enjoyed all the way through three times and will be a game that I will most indefinably remember years from now.