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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 3.

“Well well… housebreakers. How quaint.” Annotated Walkthrough, 2: Offering a more circuitous route than that found by heading through the Shemenov Estate, the area of Dayport to the west of Grandmauden Road provides a look at the range of different buildings, both commercial and residential, to be found within this section of the City. It […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 2.

“Hey, the City looks almost bearable from up here.” Annotated Walkthrough, 1: From the moment it starts Life Of The Party feels different from the rest of Thief II. Everything is brighter, the surrounding walls no longer tower above you, even the sky seems closer. Some familiar elements remain, the constant industrial drone that pervades […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 1.

“Angelwatch? Is this how our arrangement is gonna work, you coming up with ways for me to get myself killed?” “Is this really Garrett the Master Thief I hear talking? If danger is going to be a problem for you, then…” “Just– give me the details.” The third instalment of Groping The Map will be […]

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Level Design

Groping The Map: Pauper’s Drop, Part 5.

“‘Survival of the fittest’ that’s the rule in the Drop, the only rule.” Combat in The Drop: One of the themes at the heart of BioShock 2 is that of regaining your place in the world. You are Subject Delta, the first successfully pair bonded Big Daddy. You were once an important figure in the […]

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Game Design Level Design Narrative Design

Groping The Map: Introduction.

Next week witnesses the beginning of a new phase for this site. Starting Monday evening (GMT) Groping The Map is a series of in depth examinations of a single level. Each new instalment will see me take a detailed look at a game level from the past several years that has been personally memorable or […]

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Game Design

From out of the shadows.

It’s not uncommon for games with a well defined core mechanic, specifically action games, to include sections with different mechanics to break up the pacing and provide variety. When it comes to these “palette cleanser” sections it seems the stealth section is on a par with the turret section as the favourite choice of developers. […]

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Game Design

It all went horribly wrong…

Having just completed a mission for Nasreen I was heading to a distant safe house when my dune buggy was rammed. Jumping out I threw a Molotov at the pursuing vehicle. The Molotov hit the driver setting him on fire and killing him almost instantly. Ducking behind my dune buggy I drew my silenced MP-5 […]

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Game Design Personal Favorites

Look at you Hacker.

“Where were we after forty years of evolution? What swamp were we swimming around in, single celled and mindless? What if SHODAN’s creations are superior to us? What will they become in a million years, in ten million years? What’s clear is that SHODAN shouldn’t be allowed to play God. She’s far too good at […]

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Game Design Personal Favorites

Casing the joint.

“I’ve always equated ‘feelings’ with ‘getting caught’ they both get in the way of my money. Unfortunately not everyone is as committed to their work as I am.” Garrett isn’t an embodiment of traditional power fantasies, he might save the world but he does it reluctantly, accidentally. By the time he actively decides to foil […]

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Game Design Personal Favorites

Combat Evolved.

“Don’t get any funny ideas.” I like Halo: Combat Evolved. In any list of my personal favourite titles it would be up there with Midwinter II: Flames Of Freedom and Thief II: The Metal Age. Each of the Halo sequels have been entertaining but none had the same impact, nor felt as pure in their execution […]