Zelaron Gaming Forum  
Stats Arcade Portal Forum FAQ Community Calendar Today's Posts Search
Go Back   Zelaron Gaming Forum > Zelaron Gaming > General Gaming

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next

 
Reply
Posted 2007-10-31, 07:51 AM in reply to Raziel's post starting "My bad. Are you kidding me? If..."
Quote:
Are you kidding me? If you look at it that way, every powerup in a Metroid game is a lame way to block access. Almost all of Samus' abilities are used to access new territory. Morph Ball, Spider Ball, Grapple Beam, Space Jump. All of it.
  • Morph Ball, I don't count as a power up, because you practically start with it.
  • Spider ball is used to gain access, but it's not lame, because you can access just about anywhere with just spider ball and a lot of patience.
  • Jump ball is just a convenience. Again, with enough patience, you can mostly do without it.
  • Space jump can be used to bypass enemies, or to move arround in combat; it's much more than a simple access mechanism.
  • Screw attack isn't even used to gain access in Metroid II. Screw attack is just that: an attack. Since it made you invulnerable in Metroid II, it was also useful for retreat.
  • Grapple beam, again, has combat usefullness. Anywhere you can get with grapple beam, you could also get with space jump, but you can't hang off walls and shoot with space jump.
  • X-ray visor doesn't gain you access to anywhere; if you already know what's there, you can get it just fine without.
On the other hand...
  • Speed boost, you might argue, can also be used to bypass enemies, but the fact is that it's only true of areas that were specifically designed for you to be able to use it that way. The ammount of warmup time is so great that you really can't effectively use it except where it was designed into the level, which relegates it to lame access block.
  • Super missles. They do three times the damage of normal missles. And you can hold like 20. Right. The sole purpose is an excuse not to be able to access new areas.
  • Super bombs. They kill everything in sight -- if it was garbage that you could kill in one shot from your beam. Again, only truely usefull for area access and scripted sequences.

Quote:
Yeah, because Metroid II's "just keep going deeper" structure was a totally open-ended sandbox design, right?
At least I didn't feel "boxed in". And no, you don't just go deeper; you actually fight the last boss rather close to the surface. The tunnels between areas felt a lot more organic than in Super Metroid. In Super Metroid, it seemed like they opened most areas up into a box shape just because it was a box on the map.

Last edited by WetWired; 2007-10-31 at 07:58 AM.
Old
Profile PM WWW Search
WetWired read his obituary with confusionWetWired read his obituary with confusionWetWired read his obituary with confusionWetWired read his obituary with confusion
 
 
WetWired
 



 

Bookmarks

« Previous Thread | Next Thread »

Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules [Forum Rules]
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
How to make chipsets from SNES games. tacoX RPGMaker 3 2007-10-02 01:50 PM
Metal Arms - Glitch In The System Raziel General Gaming 7 2005-01-05 05:23 AM
Assasin Guide(s) "CRØNîC-KîLLå" D2 PvP 3 2003-08-02 05:30 PM
PS2 Online Information VComegasin General Gaming 1 2002-08-10 11:25 AM
Sphere Scripts Randuin General Gaming 6 2002-06-08 09:02 AM


All times are GMT -6. The time now is 04:30 AM.
'Synthesis 2' vBulletin 3.x styles and 'x79' derivative
by WetWired the Unbound and Chruser
Copyright ©2002-2008 zelaron.com
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
This site is best seen with your eyes open.