robor said:
- You state that the game tries to be Super Metroid when in actuality it has superior level design to SM.
Whether or it has a better level design, I will not argue here. But the fact that it actually tries to be something that exists already is a pretty big problem especially since that's not the game it SHOULD be trying to be.
I mean the game IS Metroid 1, NOT Metroid 3. It SHOULD NOT try to be something else.
That's like saying the remake of Zelda 1 is awesome because it features everything that made AlttP great while totally forgetting what made Zelda 1 good!
If they wanted to sell a Super Metroid remake, that's what they should have done instead of trying to pass something for what it's not.
robor said:
- You claim that it shits on 2 masterpieces (I'm assuming Metroid 1 and Super) which in game design proves that Metroid 1 is a interactive mess. It's a horrible game.
It's quite clearly not, you can consider it unplayable by your standard that doesn't mean the game is universally bad. Heck the game is unforgiving and all (and actually requires quite a bit on the player) but it's very far from bad. Archaic in some cases, not even close to being bad. The only flaw they had to really get rid was the unfair save system that proved to be a bit to harsh for newer audience, the rest is not that much of a problem if any at all.
robor said:
- The idea of having to memorize where you have to go in a game that bears identical and repeating environments creates an unnecessary tangent maze that halted and choked the pacing of gameplay. ZM refines it by giving you a well conceived map for navigation and the game does what a Metroid game SHOULD do; focused gameplay on exploration, NOT isolation.
Did you actually play Metroid 1? It's one of the games with most varied environement for its time. Despite all the black backgrounds, every single place is unique in its ways.
You didn't really need to actually remember where you went, usually just stumbling on a room where your powerup can be useful is enough, it's not like the gameworld is the size of your typical Zelda either.
The game actually tries to kill the player (something that is sorely lacking in Metroid since Metroid 2 actually).
Zero Mission is really a theme park ride in comparison, you're not allowed to get lost and you get to view some interesting wildlife while passing through the game. There's little if any tension (something Fusion actually had => SA-X, although a little more frequent and a little less scripted would have been nice). And dear god, don't use the excuse of 'avoid power ups to make the game harder', you only do that in replays when you actually enjoyed the game before anyway (how the fuck would you know you're not missing something vital anyway?).
Zero Mission actually managed to make Zebes's planet feels like some planet that was less deadly than anything I've ever seen in Metroid (even Hunters and this one didn't even try), what's the point in playing a lone bounty hunter on some deadly dangerous mission if the danger is not even here?
Why should I care about Samus's mission when it proves to be so easy?
The map system would be better if it was akin to Etrian Odyssey but I'll give it a pass.
robor said:
- Yea, except for sanctioned sequence breaking. One of the most outstanding achievements in gaming history.
Says who? I'll argue that it's a nice extention on the way to play a game but hardly that is so vital in Metroid (or heck why did they close it off in Fusion heh?). And anyway it's not remotely anything new since you could SB in the very first Metroid anyway (and in SM, Prime to an extent...)!
robor said:
- It's a remake, most of what was in the original regarding items and power ups wasn't the main offender with the inherent flaws in the original. The new power up gave an extra polish to a punctured formula.
Execpt really there wasn't that much flaw in the power ups to begin with.
I mean what's not to love in the screw attack? the varia suit? the ice beam?
The new power ups actually were just stuffs we'd seen before in other games, meaning that by the time the game is over you'll have no surprise whatsoever in what powerup you got (and they couldn't even keep the one that changed everything : the spider ball, although redundant with the space jump).
Heck in the Prime series (even hunters!) they understood that people were getting a bit sick of always getting the same stuffs (or maybe not come to think of it)