{"id":2416,"date":"2010-04-08T14:14:45","date_gmt":"2010-04-08T14:14:45","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2416"},"modified":"2012-03-11T10:01:09","modified_gmt":"2012-03-11T10:01:09","slug":"resident-evil-2-%e2%80%93-levelpuzzle-design-discussion","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/04\/resident-evil-2-%e2%80%93-levelpuzzle-design-discussion\/","title":{"rendered":"Resident Evil 2 \u2013 Level\/Puzzle Design Discussion"},"content":{"rendered":"
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I’m a bit stumped on how to discuss Resident Evil 2<\/em>. Make no mistake, this is a fine game and I’d sure as hell like to probe into the design, however, the most attractive part of this title (the construction of puzzle elements) requires micro-level analysis. That is, analysis of pre-supposed routes, the respective associations of the \u201cpuzzle pieces\u201d, the ordering of environmental hints and notes, the positioning of safe and danger zones and how all of these parts work together to guide the player. As you can imagine, for me to deconstruct Resident Evil 2<\/em> at this level, I’d basically be reverse engineering large chunks of the game and that’s an enormous undertaking. So instead of printing off maps and scribbling all over them, only to share my esoteric analysis, I’ve decided to just talk generally about the puzzle and level design.<\/p>\n \n \n I wish I had a better memory of Resident Evil 3<\/em> because of what I can remember it strayed away from the mansion-orientated design pertinent in Resident Evil 0 <\/em>through to Resident Evil 2<\/em>. In Resident Evil<\/em>, the design of the Spencer estate works like an onion. The player remains in a solitary place, peeling off layers of access (via the solving of cryptic puzzles) until they reach the core. The puzzles are designed around exploiting one iteration of the mansion, peeling back a layer, gaining some new items and mining further into new areas or taking their new-found tools and re-applying them to the newest iteration.<\/strong> (Iterations, for example when you leave the mansion to go to the graveyard and come back in, enemy placement is different and you have new tools to use within the environment).<\/p>\n \nThe Spencer Estate and Onions<\/h3>\n