Tag «3DPlatformer»

Genius Design – Ratchet and Clank Weapon Upgrades

In Ratchet and Clank: Going Commando, automatic weapon upgrades were introduced to the series. Weapons would gain experience as they are used to defeat enemies. When they have enough experience, they upgrade to a completely new weapon, which is better than the original in every way in most cases (except the lava gun). Weapon leveling is …

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The Importance of Mario Odyssey’s Linear Primary Objectives

  While Mario Odyssey’s level design is open for players to choose what they want to do, the game wouldn’t be as impactful without its linear, primary objectives in each world. The moment you enter a world, the game gives the player a goal. The level is designed around guiding players towards the primary objectives …

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Evolution of 3D Mario Level Design – Part 2

In part 1, we discussed how 3D Marios were gradually becoming more player-friendly to grab a broader audience in 3D platformers. Mario Galaxy started the trend of more linear levels to prevent players from being confused with exploring 3D space. However, these levels were often a hodgepodge of random ideas with few challenges for players of …

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3D Platformers – How Game Design Contributed to their Downfall (and hopeful revival)

Mario 64, Banjo-Kazooie, Donkey Kong 64, Banjo-Tooie, Conker’s Bad Fur Day, Spyro the Dragon, Mario Sunshine, Jak and Daxter, Ratchet and Clank, Sly Cooper, Psychonauts. After these games in the 5th and early 6th console generation, the 3D platformer as we knew it died off significantly. Games that continued their legacy ended up being wildly …

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