Game Dev Tycoon
Game Dev Tycoon
- Start a game development company in the 80s
- Design and create games
- Gain new insights through game reports
- Research new technologies
- Create custom game engines
- Move into bigger offices
- Forge a world-class development team
- Unlock secret labs
- Conduct industry changing projects
- Unlock achievements
- Modding support
- Workshop support
- Community translations for German, Spanish, French, Portuguese (Brazil), Russian, Czech, Swedish, Dutch and Italian are available through the in-game menu.
Game Dev Tycoon Review
Yet another incredibly addictive management game, far more so than Two Point Hospital. This is especially true if you’re a veteran gamer with decent knowledge of video game history, such as the original console war between Sega and Nintendo (Genesis does what Nintendon’t!), or perhaps you’ve bought the classic Game Boy as a kid, or maybe you’ve even played the Commodore 64 or the classic NES. There are a lot of cool Easter Eggs and references dropped throughout this game for video game fans, even modern video game fans of the XBox One/PS4 era (albeit to a lesser extent).
The game puts you in the shoes of a random game developer starting out in the ’80s. You’re free to name him with any name, from Kojima to Gabe Newell, but the real cool thing is that naming your game company with two particular names will earn you two achievements, which I’ll let you discover for yourself. The customization of the sprite is, admitably, not very diverse since you only have five or six different clothing of similar fabric to choose from. But outside of that nitpick, the game gives you a lot of freedom in choosing which platform you want to develop for and the kind of games you want to make. Creating certain classic games that you know of in the ’80s, ’90s and 2000s will also earn you certain achievements, so be sure to try that out too.
You will be playing the game through a 35 year period, a length of time that you could extend to 45 years (or with mods, 100 years even!). Throughout that time, you’ll slowly progress from a small developer working in a garage to a big AAA-title company in a fancy office with an R&D lab. The progression of the game is just right, and it’s designed such that you feel that sense of accomplishment. You’ll unlock more cool stuff to introduce into your game design as well as upgrading your development team into specialists capable of developing better games.
As you progress further into the game, there are certain challenges you must meet in order to not have your company become bankrupt. The reviews for your game in particular rely on having a consistent quality over the years, so every new game you put out must have something new introduced, such as a new topic or a new game design, or you’ll risk getting an unfavorable review. This is not so when you’re just starting out in the garage (and let’s face it, most 8-bit games of the ’80s were like that), but only when you’re making medium or larger games in your own office. Furthermore, there are certain combinations of genres and game types (RPGs, action, simulation) that you must follow in order to have your games receive favorable reviews. This design keeps you on your toes so you can’t relax and just make whatever games you could think of. Such a restrictive system, unfortunately, was the one glaring flaw I could find after 40 or 50 hours into the game, especially when some combinations don’t make a whole lot of sense (action games not being that effective on the NES when something like Mario or Contra sold incredibly well in real life). The limited amount of game types (no first person shooter or platformer) is also a little annoying as well. But these limitations are inevitable, as this was an indie game on a budget. For what it is, Greenheart has already done a great job delivering a charming little product.
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