I thought the level design in Metal Gear Solid 1 was brilliant. Stealth was very important, and you'd have to go back to the same areas from different directions, and this often had a big effect on how you'd need to go about choosing hiding spots and sneaking past enemies.

Also, whenever you were forced to go back, elements changed to reflect progress in the story.

For many games, each level feels disconnected from the plot. For MGS1 the level design felt like it was part of the story, and vice versa.

I've ashamedly never played a Metroid game, but I imagine that's the kind of thing sP|Ke means by telling the story through the level design.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!