MisterHero
Super Member
Super Mario Galaxy has Luigi's Purple Coins
It was only one level, but it brought up the average
It was only one level, but it brought up the average
Underwater stage
SMG2
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so ahead of the curve is not even funny.
im not sure i agree with all the people saying dark souls. it is one of my favorite games of the generation, and at its best its level design is among the best in the business (anor londo, sens fortress, much of the early part of the game) but it is not consistent throughout. lost izalith is terrible, for example.
Oh, no one is going to mention Deus Ex? What a
SMG2
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so ahead of the curve is not even funny.
dark souls minus the last stages.
Sewers were shit as well as skulltopia segments. Mostly places with water...hmm. Rest of the game was basically godlike though. The holy trinity though have pretty weak level design though. NG with its military compound / running through the mall crap, Bayo with its parkour shit, and DMC4...oh boy.Besides that, it's pretty great. Best in the genre in my opinion.
http://upload.wikimedia.org/wikipedia/en/thumb/0/03/Super_Mario_Bros._box.png/250px-Super_Mario_Bros._box.png[IMG]
Can't beat this one. Probably my own most replayable game of all time. Simplistic by today's standards, maybe, but everything just works.[/QUOTE]
Directly beaten by its sequel and sequels thereafter.
There is only one correct answer (for this generation): Donkey Kong Country Returns!!!!!
Interesting subject. It would have been interesting to ask what people value in level design too.
If you think about it, there are many types of qualities games can have in this particular area.
Braid has arguably good level design because the layout is deadly precise and exploits time powers in a near perfect way.
Mario Galaxy has arguably great level design because you constantly discover new things to do with every new planet.
Alan Wake has arguably good level design because even if it's a linear game, you have a fantastic sense of place and can see your objectives sometimes half an hour before you can actually reach them.
Psychonauts has arguably great level design because of a crazy art direction (milkman level for example) which serves gameplay and story equally.
Halo has arguably good level design because of its scale and, in the Silent Cartographer part, for instance, because you're relatively free on an open island and all the space is used.
Doom has arguably great level design because of its maze-like structure with secret passages everywhere.
Prince of Persia Sands of Time, Super Meat Boy or Mirror's Edge have arguably good level design because of the general movement flow they create, which even failure doesn't really stop.
Castlevania Symphony of the Night or Super Metroid have arguably great level design because of their huge worlds that progressively open up as you unlock powers.
What would be even more interesting to find is games with good level design but bad gameplay.
Doom 1, Doom 2 and Quake 1
Wait...wasn't I just here?Halo has arguably good level design because of its scale and, in the Silent Cartographer part, for instance, because you're relatively free on an open island and all the space is used.
Water stages are the plague.Prince of Persia. Xbox/PS2. Great level design.
Worst? Water stage from TMNT from NES era. Glad we've come soo far.
Metroid prime was alright, but had a lot of long useless corridors.
I second the vote for Mario Galaxy 2.
Portal 1/2 have some brilliant levels.
And Zelda games in general usually have some standout levels (Though not usually the entire game. Ie. Desert from SS, Wind temple from WW, Stone tower/Water temple/Snow temple/forest temple from MM).