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spemanig said:


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.


For a start an overhaul to the control set up can solve a lot of that camera and all, OM's approach already allows for a tps platform adventure game, problem here is you're not looking at the approach you're looking at OM. The approach itself already allows for everything you say Team Ninja just didn't utilize it.