The level is a logical and straightforward. Each encounter is broken up by a door and features uniquely different appearing rooms. The variation in platform height and room space allows players to jump and learn the limits of the movement system.
This provides the largest obstacle for the player to overcome as they fight to survive the encounter.
As the boss character flees, a timer appears and informs the player that the ship the player is on is in self destruct mode and they have a certain amount of time to escape. It introduces the player to time limits as well as shaking game- screen. As the player moves backwards to where they start, the ships color changes from cool blues to emergency reds and the screen begins to sway side to side, providing an extra obstacle for players as they try to escape.
The game moves from a non-difficult play to a challenging play, as the boss-enemy slashes the player health below 30% and adds obstacles as the previously easy path has now become a dangerous one. The player receives more negative feedback than positive, if the player dies in either the boss fight or the escape sequence, they are returned to the start of the mission. It is heavily story-based, as the player's encounter in this base was elaborated on within the opening cinematic of the game. The boss battle is related to the events of the cinematic as this ship was the location of the last metriod, which is now in the stolen possession of the pirates.

No comments:
Post a Comment