Depth, Mastery, and Vanquish | Game Makers Toolkit

  • 6 years ago
Cover-based shooter Vanquish comes from PlatinumGames - a developer best known for beat em ups like Bayonetta and MadWorld. In this video I look at how Vanquish borrowed the best elements of Platinums brawlers to make a shooter with an extraordinary amount of depth and opportunity for mastery.\r
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Recommended reading: \r
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Gamasutra: Platinum Games guide to ion game design\r
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Polygon: Why The Wonderful 101 doesnt really begin until the second playthrough\r
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Ozzie Smith: Dissecting the Core Mechanics of Vanquish\r
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Turbo Button: Defining Depth\r
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Games shown in this(in order of appearance):\r
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Metal Gear Rising (PlatinumGames, new)\r
Bayonetta (PlatinumGames, new)\r
The Wonderful 101 (PlatinumGames, new)\r
Infinite Space (PlatinumGames, new)\r
Vanquish (PlatinumGames, new)\r
Gears of War (Epic Games, 2006)\r
Middle-earth: Shadow of Mordor (Monolith Productions, new)\r
Far Cry Primal (Ubisoft Montreal, 2016)\r
MadWorld (PlatinumGames, new)\r
Project Gotham Racing 4 (Bizarre Creations, 2007)\r
Tony Hawks Pro Skater 3 (Neversoft, 2001)\r
Super Smash Bros. for Wii U (Sora, new)\r
Rocket League (Psyonix, new)\r
Call of Duty: Advanced Warfare (Sledgehammer Games, new)\r
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Music used in this :\r
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00:00 - Title Screen (Please, Dont Touch Anything, blinch)\r
00:59 - UFO (Please, Dont Touch Anything, blinch)\r
02:03 - Black Hole (Please, Dont Touch Anything, blinch)\r
03:54 - Reverse (Please, Dont Touch Anything, blinch)\r
05:02 - The Final Credits (Please, Dont Touch Anything, blinch)\r
06:17 - Awaiting Input (Please, Dont Touch Anything, blinch)\r
08:28 - Screen OFF (Please, Dont Touch Anything, blinch)