
A post-apocalyptic RPG series.
From Mark Brown on environmental storytelling
Fallout poses skeletons so players deduce how people died. The Fallout games place skeletons in deliberate poses that suggest funny or sad deaths. Players work out what happened from the scene instead of being told.
Mark Brown cites this alongside Bioshock's signs, corpses and scribbles as environmental storytelling. Players who only want the shooting can ignore these vignettes without the story getting in the way.
Its skeletons are posed on purpose to suggest funny or sad deaths, so players deduce what happened.
Fallout poses skeletons so players deduce how people died. The Fallout games place skeletons in deliberate poses that suggest funny or sad deaths. Players work out what happened from the scene instead of being told.
Mark Brown cites this alongside Bioshock's signs, corpses and scribbles as environmental storytelling. Players who only want the shooting can ignore these vignettes without the story getting in the way.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.