Lafazar says: A whole little world with various kingdoms and living spaces on 8 floors that interconnect in a really brilliant way. The simple but effective art direction (especially the texture design) deserves a special mention.
Lafazar says: While small and mostly linear, the levels are simply great to look at thanks to the art direction. Also it's pretty neat how the overworld connects all the locations to give the world a coherent feel.
Lafazar says: While less impressive than Duke Nukem 3D in terms of variety, there are still more than enough interesting ideas in each single level to put most modern games to shame.
Lafazar says: The enormous freedom given to the player (frontal attack, sneaking through air vents, hacking/picking open locked doors, etc.) means that the already huge and well-designed levels contain an impressive amount of redundancy in their designs.
Lafazar says: The sheer variety (both in gameplay and visual style) of the levels in this game is enough to secure it a top spot. But then each and every one of these levels is also masterfully designed and just filled to the brim with secrets and fun gimmicks.
Lafazar says: These games are still quite unique in that there are not many games with fully 360° explorable environments. While the texture variety is somewhat limited, the map designers still manage to give each single level its own personal character.
Lafazar says: Each level in this game is a little inhabited world that has to be carefully studied and explored before planning and executing the lethal task at hand.
Lafazar says: This was refined with each entry in the series. More and better, what more can you ask for?
Lafazar says: Both games, while featuring completely different 3D engines (one tile-based and one raycasting), feature some of the most explorable RPG game worlds with lots of puzzles to solve and secrets to find.
Lafazar says: This is gridbased dungeon crawler level design at its very best. You'd think that the reduction to squares would be limiting, but the designers make everything they can out of this gameplay style with well done puzzles, traps and enemy encounters.
Lafazar says: The insane size of the levels was unheard of at the time. Add a really unique art direction and you get some really memorable levels.
Lafazar says: A whole little world filled to the brim with life and little secrets. If you like exploring every nook and cranny, then this game is for you.
Lafazar says: The levels allow for a great flow for more advanced players, but even beginners can get a lot out of these designs with a more careful and planned approach.
Lafazar says: The art direction and lots of crazy ideas make these levels stand out.
Lafazar says: Again more a matter of art direction than game mechanics, but these Levels are simply beautiful.
Lafazar says: Metroid-like unlocking of further parts of the game world upon discovering certain items or abilities, the way everything connects and tons of hidden items make exploration a real joy. One particular flaw is the heavy overuse of mazes.
Lafazar says: Technically weaker than Doom, the designers had to make up for that deficit by including as many crazy ideas as they could.
Lafazar says: The way the five islands are connected is one of the nicest surprises this game has to offer. It's a small revelation once the player "gets" how it all fits together.
Lafazar says: Tile-based dungeons with just the right amount of backtracking.
Lafazar says: Some of the very best level designs, focusing on gameplay with little to no fat (graphics/gimmicks). Starting out as a standard medieval world, more and more fantastic elements are introduced and the level designs keep getting crazier and crazier.
Lafazar says: At first the main feature of this game seem to be really big environments. But the game soon shows that it also offers really well-designed smaller levels. This variety keeps surprising the player until the very end and really creates a whole world.
Lafazar says: Simply some beautiful worlds that can be visited to be explored again and again. If you know the background story of the previous Myst games and especially the books you will recognize various landmarks.
Treat your GOGmix as your child - name it! ;)
Coming up with a cool and descriptive title should be your first priority. Being original is in your best interest - bet you wanna get lots of nice votes, right? Go all crazy if you want, but be sure to keep it civil!
So, what are the ingredients?
Pick a game that belongs in your GOGmix from the list, or find it by typing something in the text field. Relevance is key here - Earthworm Jim doesn't quite fit the "Sexiest heroines of all time" bill now, does it?
Justify your choice... Or not!
OK, so it's not required, but now that you went through the trouble of adding a game, telling everyone why you did it would be a nice finishing touch. After you're done here, add another game, rinse, repeat.