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Here's my idea: The last level should be more obviously a set of catwalks above the Boardroom. The background would be the curved ceiling of the Boardroom and as you go lower it becomes more clear which room you're seeing. The bombs and mines on the ground would be an understandable security precaution. Maybe take out the grinders (or only keep them in an earlier part of the level, before you get in to the Boardroom proper) and put in laser motion detectors instead.
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I like this.
One thing about that final gauntlet is that I didn't feel the level design itself was on par with the boardroom we saw in the beginning.
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Says the guy who was just decrying the use of gameplay shortcuts and metaphor to an increasingly demanding playerbase...
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The Boardroom is the point of no return, whether you saved all of the Mudokons or not, you cannot go back. If Glukkons and Sligs are immune to gas as Wil stated, then they could shut it off at their own leisure. It wouldn't matter if the gas was poisonous to any Mudokons you neglected to save because you can't go back. In the case of the bad ending, the remaining Muds are going to be killed anyway.
I'm trying to rectify a gameplay shortcut here, not make one. Having a lever in the center of an executive boardroom with a big 'GAS SHUT OFF' sign seems far sillier to me than my suggestion of just not having one.
If everyone insisted on having Abe shut the gas off, then I would suggest making it a valve instead of a lever and putting it somewhere more appropriate. Perhaps there could be an extra leg of the gauntlet added where Abe finds the valve while tumbling through the ducts.