Demotruk said:
I don't consider optional background story to be narrative. Narrative is direction in a story, someone telling you something particular and expecting you to listen/read. There was nothing in Metroid Prime that you had to read beyond game instructions. There were mandatory things to scan (that functioned as buttons/keys), but you could just let go of the button immediately and not have to read anything you're not interested in, that was the point of the design. Fine, I'm sure you can find alternative answers for why the best selling games happen to be the ones with the least narrative, but the point remains that the ones that add narrative underperformed in comparison. And yes we have sales data on Zero Mission, this isn't the only site you can find sales on: [snip] |
Thank you for the pointer on Metroid Zero Mission, I had no idea concerning its sales.
Again: my point remains the same, not only in that your grouping of the games is fallacious but also in that the correlation to which you refer does not really exist. Metroid 2 had a fair bit more story than did the original, roughly in keeping with the trend that lead to Super Metroid (which is probably why it sold a comparable amount).
And you can say what you like about Metroid Prime, but hte game had a rather tremendous amount of reading jsut oto get through - lik I said, the Chozo keys alone, much less all the necessary boss battle information (I could be wrong, but I think the Parasite Queen wouldn't be auto-targeted in the mouth unless you scanned her first). Its narrative explanation was far larger than that in Super Metroid, or in fact any 2-D Metroid except for Fusion.
Again, you are drawing a correlation that is only kinda-sorta there and is refuted under scrutiny.
And you're not addressing the other, more relevant points, like whether or not the opening is indicative of the pacing we can expect later on in the game. I imagine that, at worst, it will be like Fusion - and probably quite a bit better, would be my expectation.