Kenryoku_Maxis said:
Well, I've kind of covered it in previous posts. But Assassins Creed 1 definitely fits into the above classifications. You have straight Item Progression that unlocks new areas to explore (new weapon/skill unlocked after every mission). As well as being able to freely explore all unlocked areas. Assassins Creed II admittedly focuses more on the exploration than item progression, but its still there. And I would argue that Batman: Arkham Asylum has no platforming. Aside from the fighting engine, which is indeed more of a brawler and stealth system, I'd say a good 50% of the game is using the batclaw and other items to climb, shimmy and crawl your way through the different areas. You also have the straight item progression found in games like Metroid Prime and Assassins Creed. Getting a new item allows for you to explore new areas. And there's certainly a Metroid like aspect to exploring the world, complete with Interview Tapes and Riddler Clues to collect. Also, I'd venture to say Muramasa is the 'next evolution' in the style of what Super Metroid and Symphony of the Night did. Yes, it doesn't have puzzles, but it focused almost purely on the blend of action/exploration those other games pioneered. It also has the straight item Progression of other examples with new swords unlocking new areas. As well as sequence breaking. If it doesn't fit in this genre, than it would probably begin a whole new genre. But considering most people call this the 'Action/Platformer' genre, I don't know any other way to describe Muramasa. Also, I agree, its hard to classify these games. I suppose the simplest way to describe them is, they have a focus on platforming, item based progression and a free roaming aspect. Some, like SotN and Muramasa, don't have puzzles. And others, especially the 3D games, have a lot more going on than just what makes a 'Metroid' formula. I would even venture to argue that Metroid Prime isn't the same as the 2D Metroids. But t does clearly focus on platforming, item progression and a free roaming world. |
But the thing about Assassin's Creed and Infamous is that the skills you get are not necessary (unless i'm mistaken) whereas in metroid game they are required for reaching new areas. Without the Thermal Visor you wouldnt be able to face Thardus, he rewards you with the spider ball ability, that lets you access new areas.
the throwing dagger does not function in the same way that they are required to progress further in the game. You dont come across a obstacle that requires you to use the dagger, and then you eventually get you can pass that section (again long time since i played Assassin's Creed so i might be wrong)*
The same goes for Infamous, its basically a GTA with superpowers except slightly more linear. and again the powers you gain, dont necessarily open up areas that you couldn't get to before. they are just sort of a bonus for progressing the story.
I can slightly agree on muramasa though i still feel its a very lite metroid-esque game
Metroid Prime does lack some feature that the 2D metroid have, but the core gameplay is still there, what defines metroid the most is that unlike some of the games you've mentioned its a pretty non-linear game. To compare to infamous, you have 1 city, divided into 3 islands. To complete the game you go through each of those islands linearly once you complete the first level (island) you move on to the next one, since its a free roam game you can still return there, but as for the story goes, that island is now dead. its finished. and so you move on to the next one.
Compare this to most metroid games that i mentioned feature a non-linear style of gameplay in that, say similarly to infamous you have this 1 world, divided into 3 subworlds (infamous islands) but the thing is, once you kill the boss in the first world doenst mean you are completly done with it. it goes sort of like this World 1 > World 2 > World 1 > World 3 > World 2/1 etc.
again some of these games i havent played in a while so i might be a bit off.
As for Arkham Asylum i think it fits more in the Zelda category, since much like zelda it goes dungeon > overworld > dungeon > overworld. also if i'm not mistaken the items you get work similarly to zelda games in that you get them at the end of a dungeon or a reward of some sort to make you progress further.
A perfect example would be the Dampe race in OoT that rewards you with the Hookshot to be able to enter the Forest Temple, in Batman the example would be the Line Launcher after deafeting those 2 mutants in the Botanical Garden, without it you would not be able to get to where Posion Ivy is, plus there is no real platforming in the game, similar to Zelda games you have no jump button. And the platforming you do is mostly done with the grapple or for Zelda the hookshot, or whatever other platforming helping devices you have (Deku Flower in Majoras Mask, Deku Leaf in Wind Waker etc.)
And it too has a pretty open world, Hyrule in both Twilight Princess and Ocarina of Time are really open (in Twilight Princess even more) not to forget the Great Sea from wind waker, and much like metroidvanias you unlock new paths with items you discover while progressing the story, Hookshot/claw shot opens up new paths in Twilight Princess/Ocarina of time/Majoras Mask/ A link to the past. I would also say that the Masks in Majoras Mask unlocks new areas for you.
Another item the titan mitt from A Link to the Past lets you accesss new areas by being able to lift those black/green rocks, that open up portals for you.
But unlike metroid games it follows a more linear path in that once you are done with a dungeon, you are done. there is no reason to go back. I think the same can be said for Arkham Asylum, unless you go back for riddles







