Level design is one of the key aspects of any video game, as the most interesting feature of any game, aside from the player character, is how the game looks. Over the years, level design has evolved by leaps and bounds. Take a look at the original Doom and the 2016 remake.
Currently, the graphical quality of games is high enough that it is possible to create vistas for players to get lost in. Pause the gameplay for a few seconds and admire the scenery around them.
Thus, video games sometimes create such masterful environments that they refuse to leave from the player’s memory.
While the concept of ringworlds may trace its roots back to the novel of the same name by Larry Niven, Halo: CE was the first video game to depict it. First encountered after an uncalculated jump into slipspace, the UNSC Pillar of Autumn ship comes across this structure orbiting a gas giant.
Following this proceeds the entire story of the first Halo game while setting a precedent for all other entries in the series. Bungie did wonders to depict the ring world as best they could, with the limitations of the technology of the time. It is now an iconic shot in most Halo games to see the ring shape from wherever the player is standing, circling overhead in a perfect halo in the first person.
While some video games in the series did diverge from it, ultimately, the fate of all Halo games is linked to the ringworld. As evidenced by Halo: Infinite coming full circle (pun intended) with the story being set in a new ring.
As players journey through Skyrim, taking quests and doing side missions like the Dragonborn, they often hear an NPC mention Sovngarde. This is the Hall of Valor of the Nord afterlife, where warriors killed in battle go after death to revel in
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