2x3 The World Design of Castlevania: Symphony of the Night Episode overview
Exibido em:
Nov 15, 2018
There’s a reason why we call these games “Metroidvanias”. After a bunch of largely linear games, Castlevania opened its doors for exploration in 1997’s PlayStation classic, Symphony of .. show full overview
There’s a reason why we call these games “Metroidvanias”. After a bunch of largely linear games, Castlevania opened its doors for exploration in 1997’s PlayStation classic, Symphony of the Night. In this video, we look at how it’s world design works, as we learn what it means to make a good Metroidvania.
Metroid was lost in space for eight long years... but suddenly, Samus was back. Metroid Prime turned the side-scrolling adventure series into a first-person shooter. But how does it stack up as a Metroidvania? Let's find out.
Metroid was lost in space for eight long years... but suddenly, Samus was back. Metroid Prime turned the side-scrolling adventure series into a first-person shooter. But how does it stack up as a Metroidvania? Let's find out.
2x5 The World Design of Metroid Prime 2: Echoes Episode overview
Exibido em:
Jun 13, 2019
Two years after Metroid Prime, Retro is back with an all-new game. Prime 2 is both loved and loathed in equal measure by fans - but let's take a close look at its world design to see what it can tell us about making Metroidvanias.
Two years after Metroid Prime, Retro is back with an all-new game. Prime 2 is both loved and loathed in equal measure by fans - but let's take a close look at its world design to see what it can tell us about making Metroidvanias.
2x6 The World Design of Metroid Prime 3: Corruption Episode overview
Exibido em:
Set 17, 2019
Metroid Prime 3 might be best known for its inventive pointer-based control scheme. But in this video, let's take a close look at its world(s) design to see what it can tell us about making Metroidvanias.
Metroid Prime 3 might be best known for its inventive pointer-based control scheme. But in this video, let's take a close look at its world(s) design to see what it can tell us about making Metroidvanias.
Hollow Knight takes place in the sprawling kingdom of Hallownest: an underground ant's nest of forests, mines, basins, and waterways. In this episode of Boss Keys, I look at the shape, structure, and sequence of exploring this masterpiece game.
Hollow Knight takes place in the sprawling kingdom of Hallownest: an underground ant's nest of forests, mines, basins, and waterways. In this episode of Boss Keys, I look at the shape, structure, and sequence of exploring this masterpiece game.
My favourite Zelda dungeons are the ones that move, turn, change, and travel through time. After much research, I return from the depths of Hyrule with some Boss Keys and plenty of design details on how these puzzle box dungeons work.
My favourite Zelda dungeons are the ones that move, turn, change, and travel through time. After much research, I return from the depths of Hyrule with some Boss Keys and plenty of design details on how these puzzle box dungeons work.
2x9Final da Temporada Why You Didn't Get Lost in Metroid Dread Episode overview
Exibido em:
Out 28, 2021
Metroid Dread is a Metroidvania with a sprawling, interconnected map. So how come I always knew where to go, and almost never got lost?
Metroid Dread is a Metroidvania with a sprawling, interconnected map. So how come I always knew where to go, and almost never got lost?
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