For this Dissecting Design, we’re going to talk about how Ninja Gaiden and the original trilogy comes close to greatness, but doesn’t get there.

  • 0:00 – Intro
  • 1:59 – Stage 2/ Enemy Design
  • 4:54 – Stage 3/Item Design
  • 8:05 – Stage 4/ Difficulty
  • 11:57 – Stage 5/Agility Talk
  • 16:25 – Stage 6/Where it all Goes Wrong
  • 27:55 – Ending and Final Thoughts
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For this revamp of the Dissecting Design series, I went through and discussed the entire design of Castlevania 1 from start to finish. Let me know what you think about this format change and if you want to see more games like this.

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Battle Princess Madelyn (3)

Battle Princess Madelyn is one of those games that should have been a home run: A successful kickstarter to develop an homage to Ghost N’ Goblins for the modern audience. Instead, we have a game that is trying to be two different titles at once, and failing at both.

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Dusk (1)

Dusk has been on my radar for 2018 thanks to its commitment to old-school FPS design. The game has been a labor of love over the course of developing its three episode structure. With the game finally out, we have the perfect example of a title that knows what it wants to be, and you’re just going to have to come along for the ride.

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