During the development of Metroid Fusion, I took into consideration the fact that wed have players who would be picking up a Metroid title for the first time and tried to make the game easy for them. Nine years had passed since the release of its predecessor, Super Metroid on the SNES, and I figured the type of gameplay in Metroid (wandering around, lost, while searching for secret passages) would be pretty rough on beginners. Thats why I instead chose to emphasize the dramatic aspects and use the games story to motivate people to keep playing. I also adjusted the degree of difficulty by restricting the players movements, thereby ensuring the game wouldnt get too hard. In contrast, Metroid: Zero Mission, which were currently developing, is a remake based on the original Metroid, so it brings the series original style of gameplay closer to the surface.
I experimented with putting some monologues by Samus in Metroid: Fusion in order to put some importance on the drama, but I still dont know whether its right to be taking the series in that direction. I think the true fun of Metroid lies in spending time searching for secret passages and getting yourself hopelessly lost. Thats why I started out by choosing to emphasize the story in Fusion, and now Im showcasing Metroids roots in Zero Mission. If I dont continue releasing games that feature Metroids origins and games that feature Metroids story, I wont get any ideas about where to go next.
Even while we were making of Super Metroid for the SNES, I stuck stubbornly to my decision that there wouldnt be any dialogue, no matter what. I have to stick to my guns for Zero Mission, as well. Its too easy to have players wandering around a huge map, indifferent to their surroundings. I have to find a way to spice things up a bit and stimulate their brains. If all we do is extract the essence of Metroid over and over again, every game we release will turn out exactly the same. I try to challenge myself by focusing on developing a new gameplay mechanism every time in order to avoid complaints like that.
When it comes to comparing 2D and 3D games, I cant say that 3D games are always better. The Super Nintendo was a direct evolution of the Nintendo, but when developers moved from the SNES to the N64, they were forced to change dimensions. When 3D rolled around, my department was in an area separate from the 3D division, so at the time I felt like I was late to the forefront of the new wave of gaming. I felt rushed back then, thinking that if I missed the train now, I might end up being too late. Thinking back, however, I dont think I had any idea that I would have to change the way I approached video games. All I had was the vague notion that I needed to be at the forefront of video game development. When I made the transition from the Nintendo to the Super Nintendo, I was recklessly pursuing superiority, but thanks to the fact that I was late in moving from the Super Nintendo to the N64, I was blessed with the opportunity to take another look at the fundamentals of what made a game fun and what I really wanted to experience in a game. I was able to see the Game Boy in a new light, and thats the reason I want to keep focusing on the GBA. The only thing is that if it looks like well need the Gamecubes specs in order to resolve the themes that Metroid is comprised of, we may need to move the series to that system in the future instead.
I think that the benefits of the original Nintendo were ubiquitous. We had to ask ourselves how we could give players an emotional gameplay experience using the systems limited specs and expressive capabilities. The Nintendo had a large presence, and developing for the system really forced us to think. If you worked hard at devising tricks, the possibilities became limitless, and the number of games we could have made would have been infinite. Despite the inconvenience, the Nintendo was an interesting tool and a fun toy, an entertaining system that tantalized us with its possibilities.