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How do you make an audience feel a certain way? I'll explain all in this episode of the Game Maker's Toolkit by looking at how Far Cry 2 and Far Cry 4 offer dramatically different experiences, despite the two games being about shooting loads of dudes in a jungle.
Games shown in this episode (in order of appearance):
The Last of Us (Naughty Dog, 2013)
The Legend of Zelda: The Wind Waker (Nintendo, 2002)
Journey (thatgamecompany, 2012)
Brothers: A Tale of Two Sons (Starbreeze Studios, 2013)
Far Cry 4 (Ubisoft Montreal, 2014)
Far Cry 2 (Ubisoft Montreal, 2008)
Music used in this episode:
The Choice (The Last of Us)
Nascence (Journey)
Far Cry Theme (Far Cry 2)
Secrets of the Goddess (Far Cry 4)
Unfamiliar Paths (Far Cry 4)
Awash in the Day (Far Cry 4)
Contribute translated subtitles - https://amara.org/en-gb/videos/2mgteJARV1Vg/info/game-makers-toolkit-theme-and-mechanics-in-far-cry-2-and-far-cry-4/
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