Stumbling through Super Metroid - Part 10
Jun. 1st, 2013 07:50 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Celebrating ten parts! But this is, without a shadow of a doubt, the dullest video to produce that I've done in this entire project. After making what I thought was great progress for the last few videos, here I was reduced to running around the entire game in a very big circle for just shy of two hours, after which I asked Kjorteo to give me a pointer and through him I remembered about the giant scary face in the rock that had scared me off several videos ago.
This video is mostly me hoovering up secrets, messing about and getting frustrated. Once again, over two hours of gameplay have been compressed down into exactly fifteen minutes.
http://youtu.be/Fh2_50_qgFw
This video is mostly me hoovering up secrets, messing about and getting frustrated. Once again, over two hours of gameplay have been compressed down into exactly fifteen minutes.
http://youtu.be/Fh2_50_qgFw
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Date: 2013-06-01 05:38 pm (UTC)As someone who is a big fan of the original Metroid Prime I... warn against playing its sequel. It is an interesting example in seeing how the same team using mostly the same pieces they made a great game with can then go and make a mediocre one and has some rather fine bosses, but the game design itself is all over the place.
This is mainly due to the game going "lock and key" mad. While Super Metroid and Prime has several of these (missile/super missile/powerbomb doors, bombable surfaces, shinespark blocks, etc.) Prime 2 goes over the top absurd on this front. Between various missiles, abilities and actual keys you have to pick up there is probably 15-20 various locks and keys in the game world and IMHO the game sort of collapses a bit under all of it.