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/vr/ - Retro Games

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>> No.3922210 [View]
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3922210

>>3920284
I admit, there are not many straight up mechanical flaws. The only ones I can come up with off the top of my head are that in no game should dodge be the fastest mode of transportation (I'm looking at you too, OoT), there really needed to be a dash (fixed in the Saturn version, but to what end?), and the menu and item system is clunky.

However, the level design and it's interaction with the game mechanics awful.

Level design poorly maps to jumping ability and its upgrades
Castle neither flows topologically, nor logically
Some paths lead nowhere interesting (for example, main entrance above the rock)
Leveling balance is completely off
Enemy placement is bizarre (many instances, for example bomb armors)
Enemies are too weak to show all their neat behaviors before being slaughtered
Most bosses can be cheesed to death (good ole jump and strike)
Drop rates are too low
Cool items, but too overpowered and late coming to be of much interest
Failure to teach and engage most mechanics with appropriate challenges
Gotta wolfrise to fill the castle map in those inverted caves
etc.

Subjectively, SotN has boring level design. Pretty, but boring level design.

Overall the game is very unpolished, but it crammed with creativity, which makes it notable. Also, it's got the simultaneously worst and best ending song possible.

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