Level design of the series

No need for environmental hazards!


In all games of the series, the maps are utterly devoid of bottomless pits and hazards alike, thus stacking the deck in favor of the protagonist (courtesy of the game mechanics).


This clearly reminds of something...

First and foremost, the level design was implemented to prevent Lenin from being one-hit killed (as opposed to most of his victims), focusing the game mechanics on its most brutal aspects (Weapon Break maneuvers and massive damage).





As with Samurai Deeper Kyo (GBA) and Ikari Warriors III (arcade), not to mention Onechanbara: Bikini Samurai Squad and Onechanbara Z, the level design intended for the series is fairly easy to work on.

Most maps are actually streets, parks and reforested areas, with no environmental hazards for the albino Komodo dragon.


As with a classic scene of Woody Woodpecker (above), the Weapon Break maneuvers will be always the core mechanics of the series.




In both 2D and 3D games, the level design will be always the same, thus the game mechanics will be kept unchanged as well.


Lenin will play Giluke with his victims!



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