spemanig said:
curl-6 said:
And many of the items in Zelda revolve around shooting; slingshot, bow, hookshot, boomerang...
Platforming is just a means to an end in Metroid, like shooting in Zelda. The real focus is exploration.
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The focus is exploration and platforming. In Zelda, you shoot as an option for combat. You don't need tact to use them and they are primerily there to diversify and embelish combat or an element to solve arbitrary puzzles. Platforming is literally integral to the entire world design of every single Metroid game. The maps in every Metroid game are designed around a complex system of precise platforming. Platforming dictates nearly everything you do in Metroid. Shooting dictates a tiny fraction of what you do in Zelda. And even then, I would not consider the boomerang or the hookshot shooting, nor would I consider anything you do while locked on shooting. It's just a ranged combat option with different effects if you're not skillfully aiming in real time.
Again, that's like saying platforming is just a means to an end in Mario. You're stretching.
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While I see where you are coming from, platformers punish the player for missing jumps. Metroid doesn't do that. Samus doesn't die and very rarely even suffer a concequence from missing jumps. The only concequence is that it will take a bit longer to reach the spot you were aiming for.
Take a Mario game now, and if you miss a jump and fall from too high, you will lose a life. That's not mentioning the pits where you instantly die.