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>> No.9708509 [View]
File: 2.52 MB, 640x480, SM Redesign Early Screw Attack.webm [View same] [iqdb] [saucenao] [google]
9708509

>>9706668
Yeah, Subversion advertises itself as a "Metroid 3.1", and it does feel like it could've been a Majora's Mask-esque project Nintendo could've put out to make use of the existing engine and assets.

I have issues with Redesign though. It's at times just far too large of a map, and there are too many points of no return, locking you into an area for an extended period, and too much emphasis on curbing sequence breaking.
The "Axiel Edition" went out of its way to block early Screw Attack access by putting in a randomized spring ball bomb puzzle, where originally a carefully executed shine spark could reward you a major upgrade early.

You can tell that Metroid Prime heavily influenced Redesign's core design philosophy, but I felt it was detrimental. Trudging the entire map to find the 12 Chozo Statues is a bit much especially given the scale of the map, but there's also the issue of Lower Norfair, it's an incredibly linear area (not unlike the original game) where the pacing changes drastically because you will already be fully equipped.

I just think that Redesign was often too demanding of the player, expecting perfection on a lot of the optional shinespark puzzles, and too many "you fucked up this sequence and now you die" moments.
There's also the Phantoon's Lair puzzle where you need to observe the height of stalagmites and stalactites when navigating a Lost Woods type puzzle, which I always had issue with because there's no feedback when you take a correct or incorrect path, and the visual clue is very, VERY easily overlooked because it swaps out short or long stone spires.

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