Mar1217 said:
Pretty sure this thread has spoiled the majority of your critique right now xD - M2's soundtrack was facing hardware limitation. It has a lot of ear ripping tracks which shows that they were going for more than just simple melodic music + a lot of these tracks were short which means they looped often and it would probably irritated lots of people. - SR's soundtrack definitely go for a Prime style and more intense of music on some occasion and it shows with stuff like Diggernaut(probably the best boss track btw), Surface of SR388 or Lava caves. But stuff like Chozo Laboratory,Main caves or Lower Brinstar is actually more in line with what I heard from the other games, very atmospheric. To be honest, the soundtrack does have a lot of nostalgia pandering with all these remixes. And personally, even I like all these different sounds they've added into these remixes, means that they are less repetitive which plagued the original. It comes off a bit chaotic but certainly not in a bad way. (But that's just like you, an opinion :) ) - About the world itself, although some of it might looks a bit disconnected from a what a world should look like, it weirdly still holds up. That's just me, but I can clearly see the way these zones are interconnected to each other, specially more apparent once I reached Area 4, which looked like the heart of SR388 with these kind of "blood vessels" in the background. (Though I've not yet seen Area 5, so maybe it will evolve the other way) - Sorry I meant art style not Aieon abilities :P The point about the scanner is understandable though, but since I am aiming for completion, I use it to make sure I don't miss on anything, would be glad if they changed it to the X-ray scope. Time stop and electric shield are nice implementation for some of the puzzle. (In fact I had a sequence break without using one of them when I was supposed to) - They should have put the ball up control to the shoulder button ZR or ZL on the N3DS/N2DS,I don't utilize the bottom screen for that, way easier with rapidly pressing down 2 times with the circle pad. |
Trust me when i say that I haven't even scratched the surface lol.
I mean, I'm a musician. What SR goes for is almost nothing like prime in most instances. ZM's soundtrack and even AM2R's is. SR's is like, idk, generic orchestration. I don't think limited hardware is an excuse for the Gameboy. I just think M2 was going for a more abstract sound, but what SR does is not that. It's overcompensating with a cacophony of clashing sound fonts to sound cinematic. It really sounds like an incohesive mess in a way that no metroid, even M2, has ever sounded. But the reason why is definitely the sound fonts. This is a common issue with soundtracks like this. They focus so much on the new soundfonts that they forget to focus on fundementals. This is why 8/16-bit music is so often good. Composers don't have enough sound fonts to bullshit.
Not everything is bad though. Just much of it. I have to play again to be sure of the world design. Nothing wrong with the art style though. I really hope this Samus replaces the one currently in Smash for the next one. Only good thing to come out of this game in regards to future games. Give me those big sholders again!
I really don't like the electric sheild. It makes you almost 100% invulnerable since you gain so much aeion after killing any enemy. I don't like the idea of adding puzzles to metroid at all, though. Metroid has until now been a very naturalistic world, meaning that some care has been made to make most of the world feel like it has formed naturally, but SR has a very systematic world, meaning that much of the world isn't trying to hide the mechanics it's trying to trigger. Puzzles are the most obvious example of this. There are very few examples of puzzles in games where they don't stick out. When people complain that a game is too "game-y," this is usually what they mean. It's too systematic. SR has this issue in a series which previously excelled in the opposite.