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sc94597 said:
Slarvax said:

The first 30 or so minutes were very cinematic/cutscene heavy though, which is worrysome. I did like what I saw overall (the melee addition and 360 aiming changes a lot), but I do not want my Metroid to be cutscene heavy at all. Specially when one (or most) of the cutscenes are either "Look at this thing! Sure looks suspicious" when it's right in front of you (the first Chozo statue and the door thing), or just taking the controls off the player to show them a Metroid. We don't need a cutscene for that. 

Also, did anyone ever see the Treehouse jump and shoot at the same time? I tried to look for it, but never saw it. It would be really weird they took that out, but yeah.

The way you described the cutscenes is how they've been done since Super Metroid (remember how Super Metroid opens.) The concern spemanig was describing had to do with the monologue-based story that one found in Fusion (and then extremely so in Other M.) The way cutscenes are done here is no different from how they were done in the first two Prime games, and the original 2D game (albeit the latter had technological limitations.) They have control over Samus within a minute of starting the game in the treehouse. That is a good sign, and all of the cinematics follow the rule of "show, not tell." 

Not to get tangential, but Prime had a reason for the cutscenes in a way that 2D games do not. In the Prime games, you had no visual representation of Samus other than her arm canon, the morph ball, and the inside of her visor, so seeing cutscenes that established her form served an important function.

The 2D games never had this issue, so the cutscenes aren't needed. The only cutscenes in Super Metroid were in the begining and end, and their sole purpose was to establish premise, so again, they served a real functional purpose. Nothing else in Super ever needed cutscenes, so seeing them used so frequently here is indeed worrying. I agree with Slarvax 100%.

I don't think the game will be bad, though.