Today is the start of something special!… Or at least I hope it is. :0 I’ve had this idea bouncing around in my head for a few months and finally decided to put rubber to the road! Welcome to Under the Microscope with your esteemed host, Doctor Bambi! What lies in wait for you is adventure and things! My vision for this is pretty simple. I want to walk through great games and dissect elements of the game design, just to see what I can find, and share them with you! ^__^ As an aspiring game designer I thought this would be a good way to learn from the best and also contribute to the community. Hopefully we’ll all learn awesome things and discover some core principles that make a great game great! I’m sure there are points I’ll misstate or perhaps you have more you’d like to add, so feel free to speak up if you feel so inclined. If not, sit back and enjoy the ride!
To start off, I’d like to make you aware of some names and give you a better feel for the people who made this game in particular possible. To start we probably all know this game was published by Nintendo. It was collaboratively developed by Retro Studios in Austin Texas and Nintendo Co. in Kyoto Japan. The names I’m about to get to can be found on this URL: http://www.giantbomb.com/metroid-prime/3030-15473/credits/ I wish I could talk about every individual, but these were the key people who had the final say on what made it into the game.
Lead Designer: Mark Pacini
Mark is currently a game director at Armature Studio
Lead Artist: Todd Keller
Most recently, Todd has worked on Batman: Arkham Origins- Black Gate
Lead Programmers: Jack Mathews, Andy O’Neil
Jack is the co-founder of Armature Studio, also worked on Black Gate
Andy is now the president of Bluepoint Games
Lead Audio: Clark Wen
He is now working at Neversoft as their audio director
Alright, so to start this series off, lets take a look at the start menu. So the first thing that’ll probably jump out at you is the atmospheric music. The music in this game is absolutely incredible and the main menu sets an intense tone. Every time I boot up this game, I feel that deep immerse gravitas wash over me. I’m playing a Metroid game. The next thing that’ll probably grab your attention is the setting of this menu. Swathy fluids and and little bits and strange growths. Like looking at the internal workings of a living cell… under a microscope. ;D The imagery will create a subconscious note in your mind about elements that will unfold within the story. What are the space pirates doing? Growing metroids again and also genetically modifying various other space life. Dang pirates. When pressing the start button, you’ll notice the music picks up. The tempo increases and the overall tone of the song is more intense. Getting you fired up to jump in the game. After selecting your file, it’s off to the races. Metroid races that is. Oooo maybe that’d make a good spin off. Metroid Racing. Okay, forget I said that. Also the panning around the various objects in the background helps give each individual menu a sense of place in the overall hierarchy of the menu system. I don’t think there’s too much more to comment on that. Stay tuned for the next post where I’ll be actually starting the game! *audience gasp* Thanks for reading, glen mates!