neverrubanothermansrhubarbpie
NeverRubAnotherMan'sRhubarbPie
neverrubanothermansrhubarbpie

Struggling to keep your job?

Lesson learned. When something is labelled news on a gaming news site about something I’m interested in without any indication that it’s a “joke” article, don’t read it. Noted pimp. lol

This was, by far, the most click bait-y and unnecessary use of both the time of the staff and the reader. Just absolutely ridiculous. If Kotaku wants to write this kinda stuff, it’d be nice if it was marked as satire.

Congrats, you managed to write a 383 word summary of a 7 word update. Did you lose bet or something?

In fairness, Metroids have never had a huge physical presence in the series, both the NES original and Super Metroid only had a handful of Metroids and they were all localized to Tourian, the last area in each game. Metroid Fusion only features one Metroid, the Omega Metroid that is (technically) the final boss of

Man, if you’re gonna start a comment with “lol” like that, try not to be so utterly wrong.

You’re right, Zelda games were never about exploring and growing stronger with concrete upgrades that let you explore further. Nothing at all like Metroidvanias.

Maybe I don’t quite understand the difference here, hasn’t Metroid always been non-linear?  There was always a certain freedom of exploration in Metroid, with certain areas locked off due to lack of powerups.  Is it more the size of the area that would be changed I guess?

Most of the backtracking was in the overworlds - you’d find some impassable barrier or secret that you’d need to return with a later dungeon item to find. Link’s Awakening leaned pretty hard on that, with obstacles like pits and water appearing right from the jump.

For how tight Metroid games normally are, and for how bloated and empty open world games usually are, this sounds like a terrible idea to me.  

I still don’t think BOTW even did it well. The game was soooo spread out and empty and it just killed all sense of story for me.

“It hurts”

No.

I’d much rather have either linear game progression or good level design that is not completely open, but big enough to explore. Most open world games are barren wastelands of wasted minutes in between actual in-game content

Everybody needs to stop giving a shit if a game is “open world” (a phrase that doesn’t even seem to mean anything anymore, honestly). I don't feel like anything written here makes Metroid Prime "better", nor do I think most of what is mentioned is actually materially different from what is already there.

The thing is, most of the Zelda games *were* Metroidvanias, and that *was* sacrificed in BOTW. The shrines were a poor substitute for proper dungeons.

Wii remote pointer controls always make for faster paced gameplay since the accuracy you get from them is on par with mouse aiming. I really enjoyed them in Prime 3.

While that could have been amazing, I wouldn't trade the pitch-perfect design of MP3 for anything else. That game was just too good.

aren’t these games technically already open world though? you can freely explore the planets that you’re on and in Prime 3 you have multiple planets. and lets not kid ourselves here open world doesn’t always mean non-linear. most open world games aren’t non-linear, you still have to do missions in the order of the

Perhaps I just lack the imagination, but I genuinely don’t see what would be appealing about an open world Metroid game. The entire structure of the series’ design is all about the very careful dispersal of upgrades that enable further exploration. Making it “open world,” which is a strange thought since Metroid has