Video games need to be able to quickly and clearly tell you what to do next, so that you know where you should go. But what happens if a game doesn’t have that clear sense of direction, especially when it’s most important?
Tag Archives: Returnal
Bullet Hells and the Information Problem
Bullet hell games are designed to be tough, but at what point do they become too tough? Using the example of Returnal, I explore how bullet hells are supposed to work and how they can go wrong.