16th January 2004, 6:45 PM
The thing that made most people fall in love with Metroid 1 was how NON-linear it was. Read lazy's ridiculous story about it! Nintendo claimed they had to do Fusion the way they did in order to tell the story. Well look at the 2D Castlevania games since Symphony of the Night. They seem to have managed a very open non-linear experience while still being able to tell a story througout it. They just made sure that a few key parts had to be done in specific order, and they did that not by locking and unlocking doors all the time, but rather the same way areas have been cut off in Metroid games, by forcing the player to get an item in order to get past some obstacle.
I'm sure I'll end up loving this game as much as Fusion, but I don't think I'll love it as much as Super Metroid (first I played), like OB1 said as well.
One last note, feel free to toss in all manner of nightmare-esque bosses Nintendo! :D I for one found a pattern to it's attacks, namely you have to force it INTO a pattern by getting into your own pattern. I loved it.
I'm sure I'll end up loving this game as much as Fusion, but I don't think I'll love it as much as Super Metroid (first I played), like OB1 said as well.
One last note, feel free to toss in all manner of nightmare-esque bosses Nintendo! :D I for one found a pattern to it's attacks, namely you have to force it INTO a pattern by getting into your own pattern. I loved it.
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)