Devblog Index
Here is an index of the writings I've produced on beat 'em ups while developing Aztez, my inaugural foray into the world of combat heavy real-time action games. You can also use the tags on the sidebar to hone in on specific content.
Beat 'Em Up Analysis And Evaluation:
- Combat Analysis: Ryse Son Of Rome
- Combat Analysis: Aces Wild
- Why Is It Fun?: X-Com Edition
- Combat Analysis: Metal Gear Rising
- Combat Analysis: Guacamelee
- Evaluating Beat 'Em Ups
- Video Mechanic Analysis: WH40k Space Marine, Darksiders 2, and Devil May Cry 4
- Combat Analysis: DMC Devil May Cry
- Combat Analysis: Lollipop Chainsaw
- Combat Analysis: Bayonetta
- Combat Analysis: Castlevania Lords Of Shadow
- Combat Analysis: Dante's Inferno
On Game Structure And High Level Game Experience:
- On Bayonetta 2 And The Secret Game
- Enemy Study: Castlevania Dawn Of Sorrow
- On Combat Accessibility
- The Skill Divisions Of Beat 'Em Up Players
- "Hour Zero" Or, When Expression Begins
- Action Game Scenario Dump
- Improperly Enforcing Skillsets
- Difficulty In Beat 'Em Ups
- The Mash Flow
- Challenge Vs Punishment
- I'm Declaring War On Tedium
Implementation Of Movement And Combat Attacks:
On Beat 'Em Ups In General:
- The History Of Beat 'Em Ups Timeline
- Watch 'Em Ups: Sucking The Meaning Out Of Action Games
- Beat 'Em Up Sales Numbers
Personal Pieces:
Art Implementation: