Highwind
[H]ard|Gawd
- Joined
- Sep 9, 2010
- Messages
- 1,499
In recent years, Dark Souls and Bad Company 2 for different reasons.
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Twisted Metal(s)
Super Mario 64
American Mcgee's Alice ( the original, based on the old Quake 2 engine)
Also you should try the Tricks and Traps map from doom 2. really fun map.
The Uncharted series. Would have been perfect as PC games; PS3 graphics and 720p suck badly after you're used to playing with all DX11 effects on max@1080p.
man, anytime i think about memorable levels i think of that destroyed town in rogue spear. its all rainy and shit, too. so awesome.
It was mentioned already. What hasn't been yet, and I'm really surprised, is Mario 64Glaring omission: Super Meat Boy.
Thief is a game I need to get into, damn Windows 7 being a thorn in my side unable to run it.
You can run it perfectly on Win7.
You need to download DDFix.
http://www.saleck.net/creations/gamefixguides/thief.php
Some months ago, I finally completed it and Thief 2.
It was mentioned already. What hasn't been yet, and I'm really surprised, is Mario 64
These games are the reason I'm offended by modern day level design. There's no challenge or exploration in the platforming in these games. I am impressed with the Super Mario 64 responses, I've played that game more times than I can remember and is still one of the best aged games from that era.The Uncharted series. Would have been perfect as PC games; PS3 graphics and 720p suck badly after you're used to playing with all DX11 effects on max@1080p.
Descent 2
That's because we are discussing good games.
This.Mario 64 is a great game with great level design and if you disagree you are wrong.
The original Raindbow Six and Rogue Spear
Metroid games have fantastic level design from my experience. I just find them really hard to get into. One day I'm going to dedicate time to finish Metroid Prime. As for SWAT 4:While I'd agree that Super Metroid had some fabulous level design, I can't help but think it was more of an accident than something intentional. What makes it so great is that it's mazelike, interlinked with itself, with not specific path that a player must travel.
Now maybe I'm just cynical, but I think that if it were made today (or made with more rigorous playtesting, perhaps with a nagging boss who wants everything "perfect") the designers would have added extra checks to prevent players from progressing without the items they're supposed to have, which would have instantly removed half the fun of the levels.
While I'd agree that Super Metroid had some fabulous level design, I can't help but think it was more of an accident than something intentional. What makes it so great is that it's mazelike, interlinked with itself, with not specific path that a player must travel.
Now maybe I'm just cynical, but I think that if it were made today (or made with more rigorous playtesting, perhaps with a nagging boss who wants everything "perfect") the designers would have added extra checks to prevent players from progressing without the items they're supposed to have, which would have instantly removed half the fun of the levels.
Now maybe I'm just cynical, but I think that if it were made today (or made with more rigorous playtesting, perhaps with a nagging boss who wants everything "perfect") the designers would have added extra checks to prevent players from progressing without the items they're supposed to have, which would have instantly removed half the fun of the levels.
I actually have to disagree with this point, as I think it's these (sometimes completely unintentional) shortcuts that actually make the great level design even better. Think of it this way - for games like Super Metroid and others like it, there is the "proper" method of progressing through the game, which involves the player following the normal progression of the game from point A -> B -> C, etc. But, if players are skilled and knowledgable enough, they can take advantage of mechanics (and sometimes exploitation of glitches) to go from point A -> C, completely skipping B in the process. This is known as sequence breaking, and opens up a completely new way of playing the game.
The first time that you play a game like Super Metroid and having no prior knowledge of the game, you would have no way of knowing how to perform these sequence breaking techniques. Sure, you may stumble upon them by accident, but it's not very likely. But once you do get wind of them, it automatically opens up the game world in a completely brand new way, and you now have a whole lot of players playing those same great levels in interesting, clever ways. Talk about replay value!
To really see some amazing stuff, check out some speed runs of Metroid Prime - there's some GDLK sequence-breaking stuff going on in those videos that only a few VERY skilled individuals can pull off.
Sewer Shark