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"Underwater Levels"

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Wed 02/05/01 at 20:21
Regular
Posts: 787
Don't you hate them?

In almost every game you will, at some point, have to face a water-themed level. And they usually suck.

The worst part of most games are the underwater sections. You always seem to move slowly in water, making the whole level feel like you are trudgeing through a massive vat of treacle (which contains enemies).

The control system is usually different, which means you have to get to grips with it before you can progress. As the control system is the game at its most basic - without it the game is unplayable (obviously).

In 3D games the camera is at its worst underwater. It usually hangs just above the water, and as we all know, water obscures your view. So your floundering about underwater, not able to see, while some sort of baddie eats away at your health bar.

And, despite being slower than normal underwater, you have a timelimit! Not as in, a big counter at the top of the screen, but you drown. You always have to get to a checkpoint - somewhere where you get air.

EVERY GAME! EVERY DAMN GAME! Mario, Sonic, Conker, Donkey Kong, Lyalt Wars Zelda had its hardest temple dedicated to water!

Yes, I realise all those games are N64 (aside from Sonic), but thats the only systam I own.


WHY WHY WHY WHY WHY?
Thu 03/05/01 at 16:46
Regular
Posts: 16,558
Erm......i think talking about this sounds sad.... it's only water.
Thu 03/05/01 at 10:10
Regular
"smile, it's free"
Posts: 6,460
The thing that gets me about underwater levels is the water pressure (or rather, the lack of it). I'd like to see a squiirel manage to get fifty feet underwater (if squirrels could swim in the first place, that it. Same goes for hedgehogs I guess). Where are the weights needed to reach such depths? Where's the hero holding his ears because he's thirty feet under with no equipment and his eardrums are about to pop? Why does no-one get the bends when they surface too quickly?

I mean, if you're going to have gravity, lens flare effects, shaodws and ultra realisitc water motion, why not add some underwater physics?
Thu 03/05/01 at 09:50
Regular
Posts: 14,117
Cheese, I'd recommend you don't buy Ecco:DOTF for DC then!

:-)
Thu 03/05/01 at 09:48
Regular
"not dead"
Posts: 11,145
I think that the problem is down to the fact that you have much more freedom of movement under water than you could have on the land about it.

On land you're stuck on the ground level, breaking it only to jump. Underwater, however, you can also be at various depths. This isn't really the easiest thing to control with a lil' stick. So the control is different, and the camera has to work harder to keep up.

Im in agreement with SHEEPY too though. Variety is the spice of life, so they say, and it's quite fun to have to attempt something a bit different. However I do find that water levels are ones that I am less inclined to revisit.
Wed 02/05/01 at 22:05
Regular
"Excommunicated"
Posts: 23,284
The art of creating a good game is to vary the variety of gameplay in levels - such as changing the aspects of the task. You may need to fly a plane, drive a car, hop from tree to tree or just jump up and down and collect gold shiny coins in the hope for an extra life.

Underwater levels are one of those aspects. It lets the gamer experience a differnece enviroment, with new forces acting on the character. Also underwater levels are one of a kind it has that great special " Run out of air scenairo " a favourite of mine. Does anyone remember a level in Sonic when the purple water appeared and you had to escape on the spinning blocks? To me it was most annoying but at the same time makes the gamer get more involved in the game = into a good game.

I am sure in the future however that the underwater levels will die away, as they were exclusive to the 2D games of the past.

Still if any game did not have variety ( not including games specialised to a certain aspect ie. Fifa 2001 ) then it would be become repetitive and extremely boring. Who would like to play a game where Mario is constantly jumping up and down collecting coins? ( even though that is the game :) ) They need to add extras into the game however much we hate them but overall games need to have variety to work such as including the famous underwater level.
Wed 02/05/01 at 20:24
Posts: 0
yeh i agree, they stink! the camera is awful, the gameplay is lame. the only exception is when you are a submarine on b tooie. (:)
Wed 02/05/01 at 20:21
Regular
"I am Bumf Ucked"
Posts: 3,669
Don't you hate them?

In almost every game you will, at some point, have to face a water-themed level. And they usually suck.

The worst part of most games are the underwater sections. You always seem to move slowly in water, making the whole level feel like you are trudgeing through a massive vat of treacle (which contains enemies).

The control system is usually different, which means you have to get to grips with it before you can progress. As the control system is the game at its most basic - without it the game is unplayable (obviously).

In 3D games the camera is at its worst underwater. It usually hangs just above the water, and as we all know, water obscures your view. So your floundering about underwater, not able to see, while some sort of baddie eats away at your health bar.

And, despite being slower than normal underwater, you have a timelimit! Not as in, a big counter at the top of the screen, but you drown. You always have to get to a checkpoint - somewhere where you get air.

EVERY GAME! EVERY DAMN GAME! Mario, Sonic, Conker, Donkey Kong, Lyalt Wars Zelda had its hardest temple dedicated to water!

Yes, I realise all those games are N64 (aside from Sonic), but thats the only systam I own.


WHY WHY WHY WHY WHY?

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