There's a school of game design that doesn't care about secondary concepts like Reason. Why is Q*Bert on that pyramid changing the colors of all those cubes? Is there a reason Pac-Man chows down on dots and if there is, what does that have to do with ghosts in a maze? Would Tempest be any better if the claw had a backstory explaining its fierce need to defend the rim of the web? There's no question that a good story can make a game better than if it was just a series of "go here, do this" activities, but if it looks nice and feels good then there's no real requirement for a narrative to push the action along. Why is a cube flying through golden square rings amid fields of intricate geometric debris? Doesn't matter, the sheer visual overload is stomping all over any other needs.
Endlessly Drifting Forward At Top Speed Through a Wildly Crowded Airspace
Endlight released a little over two years ago in July 2023, with four "seasons" available and the promise of more to come as free updates. Each season is a set of at least twenty five levels, with the goal in most...
