24th October 2003, 3:19 PM
Quote:Often true... there are certainly exceptions, but often true.Name one exception.
Quote:I'm okay at 2d games... its not like I haven't been playing them for many years... its just that stuff like that annoys me. Make the path you must follow hidden if you must but give me more clues, visual or otherwise...Secrets and hidden passages are easy to find in the Metroid games and there are a lot of clues pointing them out, you just have to know how to look (look at your map for inconsistencies like walls that end but leave open space, etc.). You're just not going to see a big sign saying "secret right here!!". Now Super Metroid is definitely much more non-linear than Fusion and I did get lost quite a few times the first time I played it, but Fusion was just so linear and easy to go through that I'm surprised you got lost or confused. Now if you were playing Metroid II then I'd totally understand you. The lack of the map in that game coupled with the fact that almost every single area looked identical to the next made it a very confusing game to play.
Take Jedi Knight. Totally different genre, I know, but that FPS had one of the least clear paths to progress of any FPS I can think of. And yes, I got stuck fairly often in it since there were many parts where it didn't give you a good idea at all how to progress... but it had an automap, which was invaluable and helped a lot.
In this case I think that just making some kind of indication where the REQUIRED (I'm all for hiding the non-required hidden paths and walls and stuff... there's no problem there...) things are would help a lot!
At least for first-time people in the series. DJ said that Super Metroid was her first game in the series and she found finding the secrets tough... not as tough as I do, but tough.
Oh, and I have noticed when I play it again that playing it has gotten me somewhat better at being able to tell where stuff is... or at least which screens in general to super bomb.