stosb

wearer of programming socks

  • she/her

mid 20s | bisexual | programmer | european


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DevGem
@DevGem

The craziest game design stunt I’ve ever seen is in Celeste, and it’s a part of the game I never see people talk about. Spoilers for that game if you haven’t played it yet. I’ll talk about what I mean by “game design stunt” after describing the moment itself because it’s kinda hard to think of other examples.

Halfway through chapter 5 (the first of three consecutive chapters for which I thought “surely THIS is the climax of the game, the most hype that it ever gets”), you are sucked into a giant mirror and wind up in some void-like limbo space. The camera moves away from the player character, Madeline, and focuses on a statue of some kind of many-eyed tentacle ball creature. Pressing a button causes the statue to crack and burst, revealing a live specimen of the depicted creature in its place.

You then gain control over this creature. It can fly around and dash, and you’ll probably discover pretty quickly that there are ethereal barriers the creature can’t pass through, as well as dirt walls that it can destroy by dashing. You spend a few seconds overcoming these very simple obstacles before reaching Madeline’s static body, completing the segment by attacking and killing her. Madeline “wakes up” in a frightening, eldritch version of the temple from before, once again under your control, and you quickly encounter those same monsters that have all the same mechanics as the one you played as (the ethereal barriers, the destructible dirt, the dash, the killing Madeline).

inhales

Excuse me what the FUCK??

Do you see what the game just did? It just. It just fucking taught you what an enemy does by letting you play as it. They programmed the ability to control one of these things for a thirty-second segment more than halfway through the game, and it’s the only time you ever get to control something other than Madeline! Who the fuck DOES that?? WHO DO THESE GAME DEVS THINK THEY ARE??

See what I mean by a “game design stunt” now? I really can’t think of any other examples that are quite as crazy as this one. It’s so out there, and so effective, and, god, how do you even think of this shit lmao

… Celeste is pretty good


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in reply to @DevGem's post:

I have something not very much a stunt, more like a flourish... Not very related but it's what came to mind when thinking about it. In (I think it was) Sonic Adventure DX I have the memory of walking into a slim corridor, and both sides were mirrors. The camera pans INTO the mirrors like it's a portal into infinite reflections, and rotates so you see infinite playable characters (I think it was shadow?) but that's a very faint memory from a long time ago, I might be getting details wrong here. But it was a cool flourish

Oh wait I got another one!!!
Inscription, the ending sequence.
By being the ending sequence I can't talk about it without spoilering tbh, inscription is a very good game I recommend it!!! The Stunt is so precious, narrative wise!!!

i don't have an example as crazy as this one, but a year or so ago i wrote about a simple moment in super mario galaxy that tutorializes the spring mushroom: your first ever bounce with the new powerup escapes off the top of the screen. notably this is the only time the game lets the camera lose track of mario during platforming, short of entering a pipe or a particularly cinematic launch star. it's pretty tame as a stunt (i mean it's nintendo we're talking about here) but i think it might qualify.

love love love when games break their own unstated rules in meaningful ways!