kanell
kanell
kanell

They actually asked me about all of those movies. I got tired of vetting them so I just approve everything now.

Who asked for The Lighthouse? Who asked for Halloween? Who asked for Citizen Kane? Who asked for The Mask? Why do they need to fucking ask anyone?

I found Exp 57 to be the hardest, mainly because I wasted a lot of time thinking I could just avoid a move, when in fact I had to...actually do something?

After that it was kinda smooth sailing. I had to repeat the final boss a few times to learn the patterns, but I finished him within an hour or so...

You got this!

I think the thing that stopped me from classifying this game as frustrating was the fact that I could see that I was progressing every time I died in one of those boss fights. Last boss took me a good 2 hours start to finish, though the last phase seemed to be significantly easier than the first couple phases were.

If you’ve played any other Metroid game, it’s par for the course. There are always hints. Visual cues like a monster being on the other side of a wall or of a pipe in the scenery that clearly goes into the wall to the other side of a breakable wall. Sometimes there are cracks. Sometimes light shining through.

But things like they mentioned are literally the basis of the Metroid series. Hidden blocks, back tracking and looking for the powerups you need is core to the gameplay. Now for someone like the author who has poor vision, that can be an unfortunate thing for a game like this. But the thing with a Metroid game, much

Weak take. Exploration is the point of the game. It’s not a fault, it’s a feature.

It’s more nuanced than this description. There will often be something that draws your attention to an area, begging you to take a closer look. The path forward might not be obvious, but if you use the tools at your disposal, you generally get a good idea of what to do and where to do it. Usually, the critical path

It sounds like shitty game design because of the way it is described. When you actually play the game, breakable walls that you *need* to break to progress are pretty obvious.

It’s actually pretty obvious which blocks to shoot. I’ve gotten about halfway through the game, and I got stuck for a bit once or twice, but it was never because I couldn’t figure out which walls were breakable. It’s telegraphed super clearly, at least from the point of view from somebody who has played Zero Mission

This is so funny to me who has played everysingle metroid game trought my life and honestly fealt dread was pretty straightfoward,  not linear mind you but if it looked like you couldn’t do something you most definetly couldn’t until you got a new power.

Sheep!

Bah

Interesting. I didn’t know this was influencing other countries. Bummer.

A little clarification: The system of age restriction and “the approach to bloody content in games” is not “extremely draconian” anymore. That’s not because it has been eased. As far as I know, it hasn’t. But the criterias and the reception of

Nintendo should be in its own category. I’m not the biggest Nintendo fan, but I give them credit that they aren’t really chasing the dream of the latest* and greatest* hardware and instead just pursue whatever idea strikes them. They struck big with the Wii by pulling in not only the avid Nintendo fans, but casual

Bingo. And frankly this isn’t even a hiccup to them. They stopped competing with Xbox and PS fifteen years ago.  Nintendo’s success metrics are their own.  They aren’t in the console war business anymore, and it’s always weird to see people try to shoehorn them into it.

On PS4.

Unlikely. Nintendo is sitting on a large cash reserve, and they stopped competing on raw performance after the Gamecube.  They also have a pipeline of fall and holiday games, which could continue to sell more hardware.  They may not reclaim the spot again, as the market gets saturated, but they will definitely make

ok GET OUT! lol