10 Perfect Examples Of Level Design In Video Games

6. The Haunted Cathedral (Thief 2)

resident evil
Eidos

Incredibly innovative, the Thief series was one of the earliest stealth franchises to utilises light/shadow as a central gameplay mechanic, forcing the player to alternate their tactics depending on each situation. In particular, Thief 2 took things to whole new direction, presenting the player with numerous, sprawling environments with multiple possible solutions, and tasking them with determining their own course of action, though stealth is prioritised.

The Haunted Cathedral is a standout example of excellent level design – a complicated, open-ended environment, plastered with shadows for concealment purposes, as well as patrols to keep things interesting. It’s also one of the most varied stages in the game, requiring the player to venture beyond their comfort zone.

In particular, the interior sections should be handled with caution, forcing the players from the shadows in favour of the light, exposing them to potential dangers, but rewarding them with excess plunder for their troubles.

It’s also spooky as hell.

There are numerous stages throughout the game – many of which compare in terms of variation – but none in terms of overall complexity, or enjoyment. It’s astounding, the degree to which this particular stage has you varying your playstyle, from aggressively headlong to downright restrained, moving in and out of the shadows, slowly picking apart the guards.

Contributor
Contributor

Formerly an assistant editor, Richard's interests include detective fiction and Japanese horror movies.