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Wyrdness said:

Tbh I don't care too much from the usual mob who constantly complain and will always refuse to see the approach's potential like Samus, but to answer your post it was a good concept to start off with the execution was just wrong, analyzing the approach they should build on that concept and execute it correctly with out the flaws, I'd rather see that then them try to be like other series.


I get what you're saying. I'm saying I don't agree. I think. The approach was just as wrong as the execution. The weird diorama view the game took is not the way Metroid should go. Not having control of your camera in a 3d space is limiting for an explorative game like Metroid, and there's no way to get around that in another Other M type game without unessecary consessions being made that flat out wouldn't have to be made if they instead went for a TPS platform adventure game.

It wouldn't be copying because a Metroidvania game doesn't exist in 3d at all yet. The genre never made the jump. Not with the trademark platforming in tact. It wouldn't be like any other series other than Metroid. Level design like that doesn't exist at all currently. 3D, open world, vertical, platform heavy, non-linear linearity via backtracking, and tunnels guiding you along. It's just not a thing.