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RolStoppable said:

That's a fundamentally flawed point, because as soon as you move a game into 3D space you automatically lose the simplicity and oldschool feel of NES games. Sakamoto set a goal that could not be reached.

Also, you are mistaking having two directions to progress with options for movement. You might be in a corridor that only has one exit on either side, but within this corridor you can move in a 3D space. This then isn't just left and right, but also into the screen and towards the camera. This is also why you don't understand what I am talking about. Suppose there is a corridor with flying enemies (there are actually quite some of those in Other M), with your proposed control scheme you could not run straight through and kill everything, instead at best you would need to run in snake lines to take them all out which would still be slower (even if you perfected it) than the way it actually is in Other M or how it would be with pointer controls.

Regarding realism in using heavy weapons, this is a video game and with Samus being able to use super missiles in Super Metroid mid-air after doing several somersaults it's unreasonable to suggest that slowing the game and the player down was a good idea or even logical.

you do realize Other M is not a 3D game, right? It's a 2D game  - just like the originals - only rendered with polygons. For the most part gameplay takes place on a single plane. I'm not sure what your criticism is, then.
My point about stopping in order to aim was less about realism for its own sake, and more about immersion.



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