• Cracking the Resident Evil Puzzle Box - Chapter Overview

    4 days ago - By Daniel Primed

    Last year I wrote a chapter called ‘Cracking the Resident Evil Puzzle Box' for the just-released edited book, Level Design: Processes and Experiences. Around the time I was invited to write the chapter I was interested in researching the knowledge game which underpins Metroidvania-esque exploration.
    On a base level, the role of memory and level design is relatively easy to understand. As the player moves through a level, they encode chunks of the level design into memory. With each line of movement across the map, the player adds another row of bricks to their mental reconstruction. Yet...
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  • Resident Evil 3: Killing Nemesis

    Resident Evil 3: Killing Nemesis

    4 days ago - By Daniel Primed

    Having extensively researched Resident Evil: Code Veronica ‘s level design last year , I set myself an extra challenge when recently completing Resident Evil 3. I decided to defeat Nemesis (the Terminator-esque monster who ruthlessly pursues the player) in all 11 encounters with him throughout the game. Although my playthrough was greatly lengthened by the pursuit, the experience helped me better understand classic Resident Evil movement and combat and why they're perhaps not so fondly remembered.
    Level Design
    Resident Evil 3 ‘s interlinked city environments belong to the Resident Evil 2...
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