You can not deny the amazing impact that the Blue Bomber has had on the shape of shooter games and
2D games as a whole.
Not exact matches
- dev starts with rough 3D models of a stage from the level directo - includes wireframe sketch of the sand - surfing section of the Jakku level - the team will open up the level into the
game's engine and play it - that early concept is transformed with their
2D artists - artists can turn out images that capture the essence of what a level might look or feel like in a couple of days - might take six weeks to do a final pass on a level - feedback from designers and other members of the development team comes in every few days - once sketches are approved, the level is passed along to the environment artists - their job includes building the props and assets that fill levels - after the level is «built» Pick takes a look to ensure that it looks good and is consistent to the
game as a
whole - levels get played hundreds of time by the
game's completion
Aside from that, the
2D Metroid series
as a
whole inspired Koji Igarashi to create Castlevania: Symphony of the Night, which has, in turn, determined the direction of all the Castlevania
games we enjoy today on our GBAs and DSes.
The
2D sections though are without doubt the main highlights of the
game, offering the most fun in the
whole campaign and feel really good to play overall, although I don't think they play quite
as well
as what I experienced in Sonic Mania and fall short slightly in comparison.
Nevertheless, Nintendo look to have done it again with yet another look at
2D platforming on the Wii, with once again a really cool art style, with things such
as a silhouette - styled level, and a 2.5 D visual aspect throughout the
whole game.
Guys he means a switch from 3D to
2D perspectives like Sonic
game games not the
whole thing
as a sidescroller don't get skeptical i would still work
As a
whole, the
game serves to show that Nintendo is the master at insanely difficult but fair
2D platformer level design.