doesn't change the fact that he's the best at game design.Quote:
Originally posted by burgundy
Metroid was never Miyamoto's baby, though.
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doesn't change the fact that he's the best at game design.Quote:
Originally posted by burgundy
Metroid was never Miyamoto's baby, though.
Don't forget that Miyamoto also made Donkey Kong 3 and Zelda II: The Adventures of Link. While they may have been good games on their own, but as sequels they strayed too far from the original formula.Quote:
Originally posted by Golgo 13
doesn't change the fact that he's the best at game design.
Quote:
I don't want to give you shit here because you should be able to express your opinion but, how the hell can you like SOTN and not Metroid? I mean, if you swapped the graphics you wouldn't even be able to tell. Unless it's the atmosphere of the Castlevania games that does it for you. I'm confused
Right there basically. I dunno, I just did not like Super Metroid at all, even back when it was first released. I really don't like the shooting part of Metroid that much, it just doesn't feel that right for some reason.Quote:
Well, C:SotN is a much better "version" of Super Metroid, without the insane precise tiny platform jumping, juggling by enemies, frustration from odd balancing, and so on, while adding a larger enemy list, better control, a huge amount of weapons and variety of attacks, and even the ability for hidden quests once you've beaten the game. Super Metroid is a great game, but C:SotN is so much better that it's hard to go back (I tried, and only then did I realize just how good C:SotN really was).
Yeah, I realize the huge differences, but I do believe it had Mario World in the title.Quote:
Saying that Yoshi's Island is the second Mario game on the SNES is like calling Street Fighter III the third game in the series.
So bitch when Nintendo keeps re-hashing games, and then bitch when they try to do something new? What's Nintendo to do?Quote:
While they may have been good games on their own, but as sequels they strayed too far from the original formula.
I refuse to answer the infernal questions of the damned.Quote:
Originally posted by MechDeus
So tell me, aside from what it brought to games in general, and just as a game itself, why do you believe Super Metroid to be better then C:SotN?
It was called Super Mario World 2 in the US, but not Japan. I don't have any problems with you calling it the second Mario game on SNES. Johnny U seems like a smart guy and has a vast knowledge of video games, but he is also King of the Nit-pickers.Quote:
Originally posted by piku
Yeah, I realize the huge differences, but I do believe it had Mario World in the title.
There's a difference between Mario games and games with Mario in them.Quote:
Originally posted by Johnny Undaunted
Saying that Yoshi's Island is the second Mario game on the SNES is like calling Street Fighter III the third game in the series.
Cop-out.Quote:
Originally posted by Saint of Killers
I refuse to answer the infernal questions of the damned.
To further elaborate on why I don't like Super Metroid now as much as I did then: The two main reasons (as I partially said earlier) were the hit reaction from Samus and her ability to land on platforms. When she gets hit, she goes flying back (this also happens in C:SotN, but I got hit far less often in that game), usually into a small lava pit (when leaping through one of the many halls that make up the game) or into a another enemy, which will cause her to fly "backwards" (since the enemy's behind her, she now goes forward) into the first enemy, and gets juggled. Highly annoying. As for her platform jumping, it isn't too bad, but they often give you giant spaces between platforms offering no room for mistake down to pixels, or little tiny platforms barely the size of her feet (which means land exactly or fall and do it again). Again, major annoyances that got me mad because of how insanely perfect every single jump (usually in groups of five or more) has to be, or do it all over again. No bosses got me mad, not finding any of the items or exploring ticked me off, but these two things actually had me controller-throwing in frustration. Friggin' pissed me off.
Aside from that, however, great game.
So basically you liked SotN better because it was easier.
I hope you've never posted in any of those threads that pop up occasionally that whine about how games are too easy nowadays and developers should go back to the older style of tough, frustrating games.
I sure as hell don't. Frustrating is never good, at any time or in any situation. Difficult is, but outright frustrating? No way.Quote:
I hope you've never posted in any of those threads that pop up occasionally that whine about how games are too easy nowadays and developers should go back to the older style of tough, frustrating games.
Frustrating games build charachter.
Seperate the men from the boys.
Put hair on your chest.
Something,Something,Something...
There's a difference between easier and unnessicarily over-difficult. If they had used a more typical hit animation (the character doesn't move, but instead turns invincible for a split-second) it would have made a huge difference. I hate the fly-back effect, and think it's more of a insult-to-injury instead of just a punishment for getting hit. The platform jumping simply wasn't done very well (I'm not refering to the platforms you see most often, but the ones above giant pits or the ones needed to get to a new area, which often require you follow along their path with beyond perfect precision). Jumping was very slippery and difficult to perfectly control in that game, but they placed a huge emphasis on exact leaping, and those two thing don't go well together. Something more like, say, Ninja Gaiden works very well for exact platform jumping as you can control the character's leaping with precision, as you can in C:SotN (though C:SotN didn't have too much of the required platform jumping for new areas, aside from when they wanted to keep you out of areas until you gained certain skills).
Recap: The leaping sucked, and the fly-back was wholly unnessacary. Nothing to do with difficulty, as I've only died twice during the three times I've played through. It isn't hard, just annoying. This game and Conker's Bad Fur Day are the only two games that have had me controller throwing in frustration (funnily enough, both allow enemies to juggle you and both have freakish hit detection). Metroid certainly wasn't this bad in that regard, and was far easier to control.
C:SotN had the fly-back as well, and you can get juggled as well, but it's also easier to avoid that since there aren't lava pits with grapple creatures every two hallways (and God forbid you should accidently step in the sand before you're supposed to).