
Respawn in... 5 cause you to question everything you once believed in by furiously enjoying The Stanley Parable. Who'd have thought.

Having trouble understanding HBO's Westworld? Why not have a look at these five games that may help you with the existential crisis the hosts go through?
I was pretty clueless about everything until halfway through the season finale. Still didn't understand everything, like...Deloras dying was part of Ford's narrative? The man in black stabbed her, how did Ford know that would happen to include it in the narrative?

Get em while they're hot! Ow, not kidding
Featuring...
Halo 4, OutRun Online Arcade, Super Mario Galaxy, Fallout 3, The Stanley Parable

Hardcore Gamer: In game development terms, a “vertical slice,” is a gameplay segment of finished or near-finished quality that showcases all the planned features of a game to potential investors. At the start of a project, these are a massive sink for time and effort, since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally, they’re seen as a bad practice. However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice. Of course, if you’re shopping your game around to publishers at that stage, you’re probably in a lot of trouble, but a standalone “vertical slice” can also serve as a strong alternative to a traditional demo.
Totally agree. It's so nice being able to try out a game without spoiling any of it. Bravely Default was genius in doing this and sold me on the game.
Doing a vertical slice as a VC/Publisher demo is an extremely risky move but it really is the best way to show off the talent of your studio and show a strong proof of concept. I believe SOF is doing this with H-Hour...
A vertical slice as a consumer demo really is a great way to show off a game and drive sales. Too many publishers would rather the advertising do the work and show only enough to lure people in. They seem to have it in their heads that demos will hurt their sales. (which it does... if you make a bad game/demo)
Publishers are so pathetic and risk adverse these days... how are consumers supposed to be confident in your games if you aren't confident enough to truly show them off in there purest form?