04-03-2010, 07:54 PM
(This post was last modified: 04-03-2010, 08:03 PM by PrettyNier.)
heh. i hope you're not actually try to imply that the original Metroid is a better game than Super Metroid.
I would be lying if I said that I didn't see anything about it I liked - I like moving the wiimote at the screen to shift perspectives; its interesting and intuitive. The visuals are also, obviously, very nice. Unfortunately, the music seems pretty awful so far and there seems to be none of that friction or responsibility in the control and environments themselves. The "level design" seems to be pretty nonexistant, relegating the environments to being pretty things to look at, or meaningless, void arenas. they exist purely to provide context for the fighting, and in doing so they have forgotten how to do anything else. Everything exists as its own thing within a thing, not as a bunch of things that are inseperable from eachother.
And if the trailers are any indication, then the german supplexing seems to play out more like quick-time events or fatalities in mortal kombat as opposed to actual, involved fighting.
In general, I feel the focus of the game - that is, to tell a "personal" story and create lots of cool action - is misguided. It exists in opposition to the other elements that made Super Metroid the marvel of game design that it is - the visual narrative and the level design. It takes away from the level design to create more fighting, and it takes away from the visual narrative (that is, the story that is "told" through your own actions and your interaction with events, as opposed a generic "cutscene") by creating this cutscene intensive, "personal" story. A storyline is fine, but there are some things that are better left untouched, and some things that must be handled with taste.
And I deplore the shift from a cohesive subtlety to an unfocused bombasticity that this game seems to be taking.
Quote:So, do you think that Other M is therefore traveling in COMPLETELY the wrong direction, then?In many aspects, absolutely; in others, I'm not entirely positive just yet.
I would be lying if I said that I didn't see anything about it I liked - I like moving the wiimote at the screen to shift perspectives; its interesting and intuitive. The visuals are also, obviously, very nice. Unfortunately, the music seems pretty awful so far and there seems to be none of that friction or responsibility in the control and environments themselves. The "level design" seems to be pretty nonexistant, relegating the environments to being pretty things to look at, or meaningless, void arenas. they exist purely to provide context for the fighting, and in doing so they have forgotten how to do anything else. Everything exists as its own thing within a thing, not as a bunch of things that are inseperable from eachother.
And if the trailers are any indication, then the german supplexing seems to play out more like quick-time events or fatalities in mortal kombat as opposed to actual, involved fighting.
In general, I feel the focus of the game - that is, to tell a "personal" story and create lots of cool action - is misguided. It exists in opposition to the other elements that made Super Metroid the marvel of game design that it is - the visual narrative and the level design. It takes away from the level design to create more fighting, and it takes away from the visual narrative (that is, the story that is "told" through your own actions and your interaction with events, as opposed a generic "cutscene") by creating this cutscene intensive, "personal" story. A storyline is fine, but there are some things that are better left untouched, and some things that must be handled with taste.
And I deplore the shift from a cohesive subtlety to an unfocused bombasticity that this game seems to be taking.