![]() This analysis takes most of its material from the first playthrough of the game by my friend Rufus, which I had the pleasure of observing from beginning to end. Here I can assume that readers are somewhat familiar with the Metroid franchise or at least some other form of "Metroidvania", and skip some of the sight-seeing in favor of focusing on level design and the subtle tricks the designers seem to have used to direct the player through what may seem to be a haphazard experience, but is not. Upon reading Mike Stout's Zelda dungeon design analysis here on Gamasutra, I realized that there is really no excuse not to post this here as well. ![]() ![]() This Super Metroid analysis has been lying around on my own website for a while.
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