Our space-faring PS5 is halfway repaired. Even better, we have another lead on the next part. So Let’s Go GAMBLING!
Streamed at https://www.twitch.tv/newdarkcloud
I wish more platformers took a page from Astro Bot’s book when it comes to handling gimmicks in their level design. Something I noticed while replaying many of the PS1 and PS2-era platformers on this channel is that whenever they introduce a “gimmick” level, usually they complete replace whatever their core mechanics are with the gimmick. We’ll have a whole skateboarding level, or a turret level, or one where we ride a wild animal: All of those are fundamentally different and new mechanics for the games that use them.
Meanwhile, instead of swapping our kit out with a brand new one, the gimmicks we’ve played with so far augment the existing mechanics. Tools like a long jump, time stop, or the ability to soak up water to become big still allow us to use the fundamental tools we’ve already spent the rest of the game learning. Running and jumping are such fundamentally, intrinsically entertaining movements that Astro Bot doesn’t want to take them away for us.
And the game is stronger for it.
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