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This week's episode of Design Delve is now available!

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I Don’t Like 007 First Light's Level Design (and I'm Wrong) | Design Delve

In today's episode, J & Ludo compare the level design sensibilities of 007 First Light with Hitman: World of Assassination to see how the two compare and succeed at completely different goals. Support us on Patreon: https://www.patreon.com/SecondWindGroup Second Wind Merch: https://shop.secondwindgroup.com/ Music used in order of appearance: Intruder - Stray OST The Abyss - Hyper Light Drifter OST Checking in - Celeste OST The Notebooks - Stray OST Dead City - Stray OST Secret Lab - Stray OST

Comments

Marcus Trapp

Before even diving in, I want to say that I'm intrigued by tension in the video's title, along with its thumbnail image featuring a dog with a gun. That's just good marketing.

Ando

Obviously, I get the design for narrative schtick - but does it also feel like a form of accessibility? Like...surely no way they got the Bond IP for a game without the remit of 'make this game appeal to non-gamer Dads too'.

Tim Wilson

I think you hit the nail really when talking about the license to kill moments. It’s meant to feel like an extended bond movie, and bond is… not stealthy most of the time. But violent and noisy fisticuffs then moving straight back to sneaking around an office or something is a common film beat, as is bond doing something specific to distract someone which shouldn’t really work, but it’s narratively convenient. This seems closer to Hitman Absolution meets Uncharted and I’m here for it :D

SCP 3887B

Wjen you eventually get to Final Fantasy IX, to see it best game design choice remember the following- When you can freely explore the world, you will get an item/button to use in the overworld to use the save Moogle. Be sure to call and dismiss him repeatedly, multiple times in a row, WITHOUT saving or using tents! Just call and dismiss. It is imperative you do this on stream as soon as you are able!