Tag: level

What if Link’s Awakening was designed with a more modern art style in mind? Well Jonatan Iversen-Ejve actually illustrated what he thought. In a franchise where art styles have changed dramatically from game to game, I’d say I’d be willing to welcome what he crafted. Hit the jump to see!

An article by Mike Stout has been posted over at Gamasutra and it talks about interesting things he found during his recent playthrough of the game. Those interesting things are those that the developers of the original Legend of Zelda did during their designing of the levels found in the game. Here’s one of those things he found: If Miyamoto’s intent was truly to give the players the feelings associated with exploration, then this design is a masterful execution of…

It may be the most common thought that the Water Temple in Ocarina of Time is unnecessarily long, but Craig and Nick from ScrewAttack have found 5 additional levels that are worse than the Ocarina of Time Water Temple. Right above the Ocarina of Time Water Temple at number 5 was the Great Sea from The Wind Waker. Read on to see my take on the two selections.

Over at GameTrailers, they’ve released a new video through their “Level” program that features the Twilight Princess dungeon, Snowpeak Ruins. Its an interesting video that brings up some points and observations that they have seen about the difficulty, scenery, enemies, puzzles, items, and a few other things within the dungeon. You might see some things in the video that will change how you view, and possibly even how you play the dungeon.

There’s a saying that “You can’t please everyone.” Yet this is often the challenge game designers face in the process of creating a game: to release a game that appeals to a wide variety of players, from young to old, from new gamers to veterans. When it came time to begin designing Ocarina of Time, it’s not hard to imagine that there were many challenges in transitioning the game play from 2D to 3D. One advantage, however, is easy to…