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Повідомити про проблему з перекладом
It seems like that the world consists only of blue blocks, and the enemies / avatar are indefinable blue gost tings.
I like the platforming though, pretty fascinating, perhaps take it a step further and make the game purely puzzle platforming using isometric camera views.
When I see a feature list that promotes procedurally generated levels I realise we're supposed to be first impressed by the technical prowess that brought this into being but we're also supposed to realise that it implies endless (re)playability, should we desire it.
But I've come to appreciate a crafted level more these days. One where a designer has taken time to evaluate what the player is ready to face, where the level stands in the game's structure plus a certain artistry and meaning to the layout. Procedurally generated levels are typically somewhat antiseptic and can be samey. It's a way to bulk out the game, yes, but I think that procedurally generated content can seem like a bit of cop-out.
It's a conclusion that comes as somewhat of a shock to me as, originally, one of my early loves in gaming was Roguelike games.
I agree, I think it's something like this:
In the 1980s maze games were carefully crafted, and we were glad of them.
In the 1990s Dungeon Bashing came in, and 100 levels used a lot more disk space than procedurals, plus we got to play a different game each time (like Diablo)
In the 2000s we had the option to rebuild our characters to get replay value out of the same level, which was ideally built to have 3 or 4 different solutions (like Alpha Protocol)
-edit (Deus Ex is a great example of this one as well, few maps, but many ways to go.)
Also we're robbed of one of the social parts of gaming, talking to our geek friends about (Did you find the Easter Egg behind the statue in the 3rd corridor? Which way did you go in the basement? etc)
Thank you again.