And now, a list of ways developers conceal load times.
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Who doesn’t love a list? They’re a good way to group a bunch of examples of something. Or a bunch of… well, anything, because really that’s all a list is.
Load screens are something everyone should be familiar with at this point. While the best games often will at least try to conceal load times behind something else, whether it’s a minigame or even an amusing animation of some sort, this list puts forward eight examples of what the author considers ineffective methods at concealing load times.
Notable in the list for me was Metroid Prime 3‘s lagging doors. When Retro Studios’ design team has a large area to load, it’ll put a small but twisting corridor before it with minor foes that slow you down a lot. While you’re fighting through that nuisance, the engine caches the next section. Unfortunately, skilled players can breeze through these loading rooms, and when they get to the other end and hit the door with a beam to make it open, it doesn’t. The room’s still loading. The list says this is a problem when you’re taking shots to the back at that moment, but I don’t recall that ever happening. Who leaves survivors behind to shoot at you in Metroid Prime 3?
Source: OMGLists.
Tags: list, load screen, metroid, retro studios









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