mZuzek said:
...such as? I don't see any devolution besides the crappy walljumping and easy infinite bomb jumping. Free aim is on its own a huge evolution that greatly enhances both the combat and the exploration, it alone would be a huge step up for the series, but there's also the melee counter (which I agree could be balanced better in the future, but it is a great new idea) and Aeion abilities that are actually not "easy mode" at all (well except the Scan Pulse, that one's lame). Also, Samus Returns is a remake. Expecting it to bring loads of evolution to the series is setting yourself up for disappointment, it makes no sense. I honestly don't get this notion that nothing can be great if it's not innovating on every aspect of itself, but trying to apply that mentality for remakes is particularly nonsensical. ...and again, free aim. That is a real evolution, bigger than anything Fusion ever had really. |
Free aim is actually one of the devolutions. It's worse than what came before. Most obvious is that you can't move while free aiming, meaning you're vulnerable to any melee enemy attack whenever you do it, which in this this game is literally every enemy. Free aiming replaces the ability to point up or down while moving or remaining stationary. Aiming in such a way is now locked to the direction you run, which is extremely unweildly.
The free aim issue is actually made worse tho by its association with the enemy design. In order to make the counter useful, nearly every enemy has a charge attack, and will attack Samus on sight. Since you can't move while free aiming to get out of the way, and since regular aiming sucks now, and since countering will one-hit-kill every enemy that isnt a boss when executed correctly, there is no reason to even use the free aiming in these situations.
Free aiming is therefor only useful when the player is far enough that the enemy cant spot them. So just for pot shots. Except because of the way levels are designed, many times Samus has to get close because, until she gets the plasma beam, she has to make sure there is a clear shot between her and the enemy while still being far enough away that she doesnt trigger a melee attack. Since this is a Metroid game, irregular level design is common place, meaning theres often a wall or something in the way until she gets a plasma beam. Once she has a plasma beam though, the benefits of fine aim in situations where Samus is in no danger because she is both far way and obstructed by the level design are nill.
But then that's what the counter is for, right? Sure, only countering has also had a detrimental effect on the game. Now enemies feel game-y instead of like wildlife solely to make the counter useful. Even from a purely gameplay perspective tho, having every enemy charge at you makes enemies feel like annoying pests. Like youre constantly swatting away mosquitoes. All for what amounts to one-hit-kill QTEs. A QTE for nearly every enemy in the game as their first attack upon seeing the player. Every enemy reacts the exact same way, and Samus must react in the exact same way everytime in order to dispatch them in the most effecient way possible without even the option to ignore it because the other way is that inferior to just walking up and countering, to the point where i think it is nearly impossible to beat the game without using it constantly because you'd lose too much health to get through the game. (I'm sure you actually could, but it would be a slow and miserable time)
There is no way to balance the melee counter, either the entire game has to be restructured to keep it useful to the detriment of literally everything else ala SR, or not in which case the melee counter would be functionally useless.
I also want to address the "you just stand there and wait to counter" criticism. While i essentially agree with it, the issue is a little more complicated because you can technically just shoot while you wait. Enemies in this game are bullet sponges though until late game where only a few are. So technically you don't have to wait, right? Not so. For many enemies, they absorb so much damage that you cant kill them in the space between two melee counters. Since melee counters are one hit kills (are there enemies where they arent?) the damage you did in between literally doesn't matter. You're essentially BSing while you wait.
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I'm not going to get into everything i dont like about this game as again i'd rather write about it in a more formal capacity, but hopefully this proves that my perspective is more than just "hurr durr not my metroid." I don't like Aeion either, but i dont really care about how easy it makes the game. Well, i mean i do, but you really don't need to use it, although its really easy to hit the button by accident. Still, options like these shouldn't exist in games like this, as their utility are always far superior to anything else in the game. But at least here, the game actually functions in an enjoyable capacity without using the worst ones. I'll say that I hate the Scan Pulse, dislike the sheild, and am so-so on the slomo (still kinda dislike tho) and machine gun whatever. I don't like how the machine gun opens some doors, but that a problem with level design, not the ability itself.
I also want to clarify that I wasn't looking to SR to evolve the franchise at all. When i mentioned evolution, i was talking about an ideal. In the ideal situation, every new game, remake or otherwise, would be a linear evolution of what came before. I'd be fine with a parellel tho, something i literally mentioned six words later from what youre responding to. A parellel meaning that the game remains consistent relatively speaking with the best in the series. Zero Mission is the perfect example of this. Super is better, but ZM is for all intents and purposes an acceptable lateral/parellel move. Again, from what I've seen, AM2R seems to be the same. SR didn't need to reinvent the wheel, but as it is now it only managed to flatten it.