Electric Underground on Youtube: Sitting around, talking about action game design.

Crayon

Member
I've been watching these videos for the last few months. I caught just a couple at first, but after he tipped me off on Wanted: Dead (obsessed with it), I started digging into more of his videos.

Trying to describe it, I would say it's like having someone to have a long conversation with about games that goes deeper and even down some rabbit holes. This someone is pretty stubborn about action games being the end-all. Even up his ass about it. But it's an earnest, enriching conversation.

Videos are on the longer side. Usually 30 minutes or more. Visuals are often relevant but you can get by without them.

Check it out.







 
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I've been watching these videos for the last few months. I caught just a couple at first, but after he tipped me off on Wanted: Dead (obsessed with it), I started digging into more of his videos.

Trying to describe it, I would say it's like having someone to have a long conversation with about games that goes deeper and even down some rabbit holes. This someone is pretty stubborn about action games being the end-all. Even up his ass about it. But it's an earnest, enriching conversation.

Videos are on the longer side. Usually 30 minutes or more. Visuals are often relevant but you can get by without them.

Check it out.








He succinctly outlines some issues I have found with modern game designs in ongoing franchises. At the same time his tastes do not align with mine a lot of the time and his praises for or issues with certain releases fall on deaf ears.
 
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Really like this channel, the concept of gameplay density is something I feel more and more, I just turn games off when it's just fluff. With a few exceptions, I've been into more arcade game genre like shmups, fighters and (none-low progression) roguelites.
 
Love his videos, especially as a big shmup fan. Lots of people get hung up on his narrow views of what kind of games he likes, but if you don't listen to critics purely to validate your own opinions and tastes, that's not a problem.

There are plenty of times I have a different take from his, but more often he'll be the only person with a dissenting opinion on a game where I'm in total agreement with him. Stellar Blade is a recent one. It's just not a very good game, and he clearly walks through the reasons why in a way that I didn't see anyone else discussing.
 
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Love his videos, especially as a big shmup fan. Lots of people get hung up on his narrow views of what kind of games he likes, but if you don't listen to critics purely to validate your own opinions and tastes, that's not a problem.

There are plenty of times I have a different take from his, but more often he'll be the only person with a dissenting opinion on a game where I'm in total agreement with him. Stellar Blade is a recent one. It's just not a very good game, and he clearly walks through the reasons why in a way that I didn't see anyone else discussing.

I fully understand his arguments about stellar but it's a case where he's got a blind spot. The problem he cites with the combat is intentional and not because it's better in some way. I've got the sense that shift up knows their limits and hinges the gameplay around something shallower, manageable for them. It wouldn't carry a pure action game but stellar is far from a pure action game. Its far better than most western stuff anyway. Its like he's reviewing a steak but only cares about the bone.

Regardless, fucking great video as usual with some prying into the combat and does show why it would not carry a pure action game or even a soulslike.
 
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Someone should send the first vid to AAA devs, such as Druckmann, and tell them to watch it to completion. It would probably melt their minds. It breaks everything people like them believe in and strive for. For the record, I enjoyed TLOU and its worldbuilding for what it was, but it didn't have some profoundly deep game design.

I hope somewhere deep down inside, all this focus on engagement numbers and "smart game design" as such is just to make it sound more appealing to the people in suits.
 
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He has opened a new perspective to game design for me. I love his takes as he takes his time to walk me through the thought process.

Also he introduced me to the genre of shmups and one of the best - or maybe The Best - from the genre, Zero Ranger.
 
This guy is fairly good. He also broke down Stellar Blade from a combat mechanics standpoint and he really wasn't wrong about that part. The game is all flash, with almost no damage being done by regular combos. Like FFXVI you're bound to using and waiting for meters to actually hit.

Shadow of the Ninja was one of the best games I played last year. You need to commit to its moves, and animations need to be finished. Its a bit like Revenge of Shinobi. At first it feels sluggish but its a masterful game that simply requires your execution and spacing to be on point.
 
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