Last week I started my first look at Flashpoint; considering how it builds game arc and the nature of the puzzles it presents. This week I look at the critical role of theme in the game.
In my second adventure into forging designer-focused reviews, I start my look at the well-loved co-op Flashpoint: Fire Rescue and go for the world record number of colons in a blog post title.
In the last post I explored some possible reasons why Flashpoint’s turn order is just so forgettable. In this post, I present the results of my little experiment and explore what it all means.
Flashpoint is a very well designed game but it has an oddly forgettable turn order. Can we use it to find out if certain design decisions will always result in a more memorable structure?
UPDATE: Full results now available in Part II.