Leondexter said:
And that shows how much you don't know about game design. That's the only complaint you can come up with? How about this being the worst offender in recent memory with invisible wall usage? How about the removal of control from the player? The shallow, overautomated combat? The intrusion of the story, gameplay-less walking sections, and useless and boring "Where's Waldo" sections into the actual game? The huge, non-adjustable dead zone in first-person view?
Whatever you think of the overall game, most of these are poor design decisions, and the rest are controversial at best. And the linearity that you defend is bad design because it's forced linearity. A game designed as a linear game can be great and feel completely natural (see RE4). But this game locks you out of sections that it's going to allow you back into later, for no logical reason. It doesn't help the story, arguably doesn't contribute meaningfully to the flow of the game. What it does is frustrate the player.
You enjoyed the game, good for you. That doesn't mean criticisms levelled against it aren't valid.
I am always charmed by the "you're wrong because you're not a game designer" card.
But sure sport, I'll bite. The linearity in this game is no accident. It's also - try not to clutch your chest - good game design. For this particular game.
Everything in /this/ particular Metroid is focused on moving the player forward. The ability unlock system, containing most puzzles to single rooms, the elimination of farming energy and missile ammunition, the instanced events that change the map layout, such as the avalanche. Collecting pickups along the way - those you have the gear to acquire - is optional, but the focus is kept away from inviting a scavenger hunt. At the same time, the forward momentum and situational linearity emphasize a need to stop and look for what pickups you can along the way, as you'll be locked out of relying on pickups - the scavenger hunt - for a long section of the game if you choose to bypass them.
As a result, for those who go with the flow rather than determinedly force-f**king the game to be Super Metroid, it has excellent, methodical, and planned pacing like a scripted action game without sacrificing all of the play mechanics that make it feel like a Metroid adventure.
Now, its design does not perfectly achieve this goal. The reasons for the Waldo sequences and the over-the-shoulder exploratory bits are pretty clear - to break up the regular game flow with adventure elements, and it's also a gating mechanism. A bigger aspect that nobody has commented on is the over-the-shoulder sequences /also/ tend to lead into major cut scenes, and act as a buffer between 3rd person "imma lil' samus jumping action figure" framework, and giant full motion hollywood cut scenes. There is some elegance in concept there, and a few of the shoulder-view sequences work better than others - including a few where you're forced to walk forward, into a situation that is clearly dripping impending dread and a nasty surprise.
The main problems with the Waldos and the shoulder slow-walks is that they feel incomplete - like partial sections of a more fleshed out adventure element. In their simplistic form, they simply take up time and they're too simplistic to be interesting. But it's not the "ZOMG WHAT WAS THEY THINKING I CANNOT IMAGINE THE POINT OF THIS!" that some folks are reacting like.
So, aside from two gameplay modes - which themselves take up perhaps a few percentile points of a 12 hour long game - I found that for what this game was trying to do, it was rather expertly designed and there is nothing "objectively wrong" about the way it handles linearity. It says a lot about expectations that for many, the only part of the game they'll accept as truly valid is the postgame where you're allowed to clean up the pickups you missed - because then people can force it to be the only Metroid design they are willing to accept.
Oh, and the combat system is more sophisticated than the 2D Metroid games people are holding this up to and judging it having failed. If compared to Metroid Prime - which basically amounts to "lock-on, push left or right to circle strafe, and mash fire button" into bullet sponge enemies - it's still a more interesting and robust system until you get to Prime 3, which did throw some new systems into the mix.
But then Prime 3 is supposed to be the game that sucks according to the True Faithful, because having more and better combat makes it Halo, so whateva the frack Metroid fans :lol