
Pragmata, Saros and Vampire Crawler bring together aesthetics, responsiveness and creative opportunities in joyous ways that can’t be defined, only experiencedGame feel is one of the most elusive concepts in the glossary of interactive entertainment, at once perfectly clear and difficult to define. Obviously, it refers to what a game feels like to play, but where does that feeling come from? How does it manifest? Or consider it from a different angle. When the chef Samin Nosrat started her career at the renowned Chez Panisse in California, she began to understand that what diners really responded to in their food were four key factors – salt, fat, acid and heat – and how these elements interacted. This idea formed the basis of her bestselling cookbook. It perhaps also inspired a video game audio director to once compare game feel to eating a potato chip: the salt and fat are part of it but so are the crunch and the sensation of the chip dissolving in your mouth (pdf). Game feel is a combination of elements – the responsiveness of the controls, the intuitiveness of the action, the aesthetics of the world and the creative opportunities they engender – all coming together in the right quantities.I’m thinking about this a lot right now, because three games released in the last few days illustrate the idea of good game feel beautifully. The first is Pragmata, Capcom’s sci-fi action adventure in which you explore an abandoned colony base with the help of a…
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