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Game with best Level design this generation?

Metroid Prime
Resident Evil 4
Prince of Persia: Sands of Time
Splinter Cell: Chaos Theory
Pikmin 2
God of War
Burnout 3 (loved the courses)
Beyond Good and Evil
Kirby Canvas Curse
Castlevania Harmony of Dissonance

Hall of shame:

Halo 1 and 2 (campaign)
Enter the Matrix
 
Holy crap.

If one more person posts Halo as an example of the best level design of the generation, I'm going to scream out here in my office. Just the existence of the Library makes Halo a complete disqualification. All the black and purple rooms of Halo 2 disqualify that game.

Honestly, Bungie is talented at many things, level design is not one of them. If you can't think of a single game with better design than Halo, it's time to start buying up games like Trigger Man, because you obviously don't know quality anyway.
 
Just the existence of the Library makes Halo a complete disqualification.

4 years later some people can't understand the meaning of the library.
If you don't enjoyed the library the game wasn't for you.
and the covenant ship was good too :)
 
FiRez said:
4 years later some people can't understand the meaning of the library.
If you don't enjoyed the library the game wasn't for you.
and the covenant ship was good too :)

Well I guess Halo wasn't for a lot of people then.
 
RE4, God of War, Ninja Gaiden

Halo has the best level ever created in a game (Silent Cartographer), nothing i've played this gen comes close tp the genius of that level.
 
Metroid Prime, hands down. The way that everything was individually modelled instead of "assembled" from pre-existing parts is amazing, and the 3D implementation of navigation based on abilities gained was so...Metroid. Just outstanding.

I don't get the "backtracking" complaints. It's an open world. Is it "backtracking" when you return to your house in GTA a thousand times? Technically, sure, but you chose to go there to accomplish something. Backtracking complaints are only valid in linear games.

Honorable mentions:

RE4. Brilliant. The variation in level design was accomplished without losing the feel of the story. The levels' only weakness was their overall linearity, even though you could wander around a little within portions of the game. And, like Prime, almost everything was modelled individually, with extreme care.

God of War. Even better loading scheme than Prime, most impressive on PS2, and yet the levels aren't barren like some games with streaming. Very nice levels visually, and nice variations as you progress to keep things fresh and momentum going.

Super Monkey Ball! I love how deep this simplistic-looking game is. You can carefully navigate the levels, or just rush them and hope for the best. Best game Sega's ever made. I built a site around this game:

http://www.gameswelike.com/web/monkeyball.htm

Katamari Damacy. Designing levels based on scalability to work with the game's concept must have been fun. Cool game.
 
Jeff-DSA said:
Holy crap.

If one more person posts Halo as an example of the best level design of the generation, I'm going to scream out here in my office. Just the existence of the Library makes Halo a complete disqualification. All the black and purple rooms of Halo 2 disqualify that game.


That's about how I felt looking at those posts. Halo is great, but its strength is certainly NOT the level design. Ugh. It's not the worst, but it isn't very good overall (it does vary, though...a couple of levels were pretty good). Linear, repetitive, cookie-cutter "assembled" levels provide a basic playground for the good parts of the game--the great feel, excellent control and immersiveness, good vehicle implementation, and a downright fun blast-fest.
 
Easily, no doubt in my mind, best level design this gen is Metroid Prime 2: Echoes.

In the first Prime it felt like every path was created specifically to accomodate Samus on her mission. In this game it feels like you were dropped on a planet and you must make do with what was already created, whether it is convenient or not. Kinda hard to explain, but there is a real sense of the environment having a purpose prior to your arrival and now you must forge your own path to reach your goal.

that make sense to anyone?
 
Metroid Prime is the correct answer here. everything was perfect.

Honorable mention Pikmin 2
 
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Top 10 for me (Don't have a PS2)

1) Metroid Prime
2) Pikmin 2
3) Psychonauts
4) Super Mario Sunshine
5) Prince of Persia: The Sands of Time
6) Phantom Dust
7) Super Monkey Ball
8) Resident Evil 4
9) Jet Set Radio Future
10) Ninja Gaiden
 
Prince of Persia
RE4

if we are talking a single level, then Halo's Silent Cartographer, by a bazillion miles.
 
btutterrow said:
I know I begin to sound redundant, but:

ICO

The fact that it is a puzzle game with an environment that is SO cohesive (seeing new "levels" in the distance as you make your way around the castle), and the design and aesthetics just keep getting better and better the later you get into the game.

Ladies and gentlemen, we have a winner!
 
This is a pretty fucking useless thread given that most people wouldn't know what good level design is if it was lemon sized and flew up into their urethra.

I'm mostly just seeing people list games they enjoyed...

so first off... what the hell is good level design?

I'd suggest it'd have to have good flow... and by that, I mean its designed such that the player can intuit where to go, without necessitating immersion jolting pointers and maps, or having the player fumble around looking for where to go next.
Also progression through the stage should feel natural, rather than forced; such as a player retracking over their steps just for the sake of reusing content and artificially prolonging gameplay.

It would also have to be fun and varied... walking through a straight corridor, while perfectly flowing, isn't consistent with the idea of fun, or well designed.

Other elements of level design would be enemy placement, object placement, graphics, graphical variety, and scripted sequences... as opposed to larger cutscenes that typically mark the breaks between levels.

Knowing all this though, I still find good level design to be something difficult to put my finger on...
 
Zaptruder said:
This is a pretty fucking useless thread given that most people wouldn't know what good level design is if it was lemon sized and flew up into their urethra.

I'm mostly just seeing people list games they enjoyed...

so first off... what the hell is good level design?

I'd suggest it'd have to have good flow... and by that, I mean its designed such that the player can intuit where to go, without necessitating immersion jolting pointers and maps, or having the player fumble around looking for where to go next.
Also progression through the stage should feel natural, rather than forced; such as a player retracking over their steps just for the sake of reusing content and artificially prolonging gameplay.

It would also have to be fun and varied... walking through a straight corridor, while perfectly flowing, isn't consistent with the idea of fun, or well designed.

Other elements of level design would be enemy placement, object placement, graphics, graphical variety, and scripted sequences... as opposed to larger cutscenes that typically mark the breaks between levels.

Knowing all this though, I still find good level design to be something difficult to put my finger on...



I'm pretty sure everyone views level design like this. We just gave responses.
 
Jeff-DSA said:
Holy crap.

If one more person posts Halo as an example of the best level design of the generation, I'm going to scream out here in my office. Just the existence of the Library makes Halo a complete disqualification. All the black and purple rooms of Halo 2 disqualify that game.

Honestly, Bungie is talented at many things, level design is not one of them. If you can't think of a single game with better design than Halo, it's time to start buying up games like Trigger Man, because you obviously don't know quality anyway.

Even for someone who likes Pikmin, I will hate you for hating on Halo too much. Fine...you dont like the games, thats no problem. But you turn your dislike into hatred and you sound like a foolish fanboy making statements like that. Halo 1 was one of the most beautiful games ever created. Hell, you could have called the XBOX fucking Halo becuase thats all there was for more than a year it seemed. To me and many others Halo was a expeirence that will never be forgotten in games.

Metroid Prime + Metal Gear Solid 3 + Ninja Gaiden + Kirby: Canvas Curse = Sex.
 
metroid prime and echoes
god of war
ninja gaiden
GTA SA
Wind waker
mario sunshine
maximo 1
F-zero GX (if you count tracks as levlels)
Talles of symphonia (great fun dungeons and puzzles)
 
Hmmmm....good thread.

God of War, Pikmin, Metroid Prime and Prince of Persia: SoT for me.

I'd like to put one of the Ratchet and Clanks on there but they all sort of blur together.

edit: Oh, and Burnout 3 needs a mention for the spectacular and innovative crash level designs.

edit 2: And I'd like to express solidarity with Jeff-DSA re: Halo. God, some of the absolute worst level design ever. What the hell, people?
 
Metroid Prime

Psychonauts has some creative ideas and cool levels, but many were kind of short. I'd still say its one of the best for level design this gen though.
 
oh hell yeah... i can't believe i forgot to mention psychonauts.... the levels are so drasticly different from each other, and yet most of them end up being awesome. Some of the levels are incredibly creative.
 
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