We Interview Chris Avellone From Obsidian Entertainment: Part 2

Well, in terms of influential yet obscure, that cuts a lot of games out – I feel a lot of the more common games have had a big influence on my designs (Portal, Chronotrigger, Ultima Underworld). If I were to name some “obscure” ones, I’d probably say System Shock 2 is the top of the list (it’s basically a design doc for how to make a great game), Amnesia: The Dark Descent for introducing a challenge mechanism that could simultaneously terrify you, Bastion’s narration mechanics, and Wasteland for proving to me how you could use game mechanics in the context of a “conventional” RPG to make some truly brilliant levels if you took a step back and thought outside the box.

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Alan Wild: Focus Multimedia Limited

What. A. Game. An RPG and a work of art that was way ahead of its time in terms of graphics, engine, combat and character interaction. I installed the crazy number of floppy disks it arrived on, one after the other, and three days later I remember the intense satisfaction as I finished the final quest and completed the game.

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