I see where you were going with this now. Very well written. I'd like to see you apply this idea to more games, though. Games that aren't necessarily 2D side-scrollers also have these sort of themes. As a matter of fact, think of how much you love the Forest Temple in Ocarina of Time. The placement of everything was near perfect and generally your path was defined by doors you could open, or enemies that were in the way. In Windwaker, I dunno if you remember, but the second foresty temple had an amazing level design where the most ideal path allowed fluid movement, as long as you thought ahead. Think about the room with all the giant fans blowing from the floor, and you had to glide through open doors while avoiding enemies and getting the best out of the up-drafts. It was a very well set-up room. It's one of the few times I've enjoyed "flying" in a Zelda game.
It's a bit more difficult for me to put these thoughts into words, but I think you get what I'm gettin at...
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It's a bit more difficult for me to put these thoughts into words, but I think you get what I'm gettin at...
btw, Awesome Mario screen XD
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