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Painkiller, FPS'es, and Space.

Charlie Silver, incoming IMD undergrad has a featured post over at Gamasutra about Painkiller.

I think he is talking about a couple of underexploited areas in game design. For one, space is too rarely used as a meaningful gameplay mechanic. Also, few games use intelligent agents, not necessarily as better killing machines, but to impart a feeling on the player. Interesting stuff Charlie.

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