Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Really what I wanted from my Metroid, helping the military force that's better than space pirate only because they are mega evil
Really what I wanted from my Metroid, helping the military force that's better than space pirate only because they are mega evil