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RolStoppable said:

Directions: I was thinking of it along the lines of ALttP. While you can move into eight directions in that game, Link can only face four.

Upgrades: It wouldn't become Monster Hunter just because there's now two to three times as many swords than before. Also, the upgrade system wouldn't be like in MH or Skyward Sword which forces you to collect some random junk. Upgrades would simply be hidden in caves and dangerous places like dungeons. And since not every room of a dungeon needs to be visited and items wouldn't be essential to complete the dungeon, it would be perfectly possible to miss them.

An alternative for the different swords I suggested previously would be a single one that also has an upgradable beam and some special attacks. For example, the strength of the sword could be improved four times over the course of the game, the beam three times and a couple of special attacks each with one upgrade that increases their effect or makes them charge at a faster rate. Something like that.

Metroid timeline: I know it's not important, just like the Zelda timeline is crap.

Size: Maybe a Master Quest-like scenario would be better for Metroid then. Same planet, different locations for the majority of items, higher difficulty. In any case, something should be done to increase the playtime and there must be a solution that doesn't make the game boring, empty or annoying.


I find all of these ideas agreeable. Master Quest scenarios need to be more standard in general. It should be implemented in all Zelda games, though, not just the 2D ones. I'm not as sure about the viability of that option in 3D Metroids, but then I'm also unsure of anything that would hinder it, so it would probably work. It's a bit tougher for Metroid, I guess, in that there's no overworld/dungeon separation, so the entire world has to be redesigned. Probably easier in 2D than 3D.