Not exact matches
Over the following weeks I'll be examining individual
facets of Breath
of the Wild's
game design and narrative design, situating it in the
unique — and insular —
game design lineage
of the Zelda franchise, and showing how the new
game's content emerges from the effects
of a single additional constraint: the desire to transcend Skyward Sword's functionally - isolated wilderness segments.
Surviving Mars is a great
game of management and survival, combining both
facets to achieve a
unique title.
This is obvious
of course; seeing as it was the first 3D
game in the series, but it both improved on core
facets that made the first couple
of games so
unique while also adding gameplay tropes that would be recreated and copied for years to come.