When we make game's we always talk about the final boss,
but rarely do we talk about the area that leads to the climax.
I'am currently working on the final area for my game, but I would
like to know some of your design philosophy's when it comes to making the final area.
or what game's final area's inspired you the most.
I personally belief that a final area should test all of your skills in an RPG.
Like super hard enemy's or puzzle's. It should be long and build the anticipation
maybe giving little hint's about the final boss's past along the way...
I really like Mt Itoi from Mother and victory rode from Pokemon Red And Blue.
Mt Itoi is really scary to me there's just something so foreboding about climbing
this mountain were alien abductions have taken place, it really sets the tone for the boss fight with Geigue.
but rarely do we talk about the area that leads to the climax.
I'am currently working on the final area for my game, but I would
like to know some of your design philosophy's when it comes to making the final area.
or what game's final area's inspired you the most.
I personally belief that a final area should test all of your skills in an RPG.
Like super hard enemy's or puzzle's. It should be long and build the anticipation
maybe giving little hint's about the final boss's past along the way...
I really like Mt Itoi from Mother and victory rode from Pokemon Red And Blue.
Mt Itoi is really scary to me there's just something so foreboding about climbing
this mountain were alien abductions have taken place, it really sets the tone for the boss fight with Geigue.

