This game is one of the rare action exclusives that hasn't been ported to anything just like P.N.03. There is a wide-range of things to discuss regarding this game but I'd like to focus the discussion on what we all gather here to talk about: action. In particular, I want to talk about two new moves the game introduced: SenseMove and Concentration.
Action Talk: SenseMove - What the player can be expected to dodge reliably.
Rigid strafe movements where your character is locked in place on an axis in Space Raiders, Space Invaders re-imagined in 3D, allows your character to regularly move out of the way of incoming shots that allow for lots of near-misses. Samus in Metroid: Other M is typically surrounded and attacked in 360 degrees. When enemies are lined up in front of you more pressure can be exerted on dodging a forward shot pattern / enemy bombardment. If your character is fighting within a circle and this is to be a regular occurrence to enjoy and not tactically corral opponents into a easily attackable route / choke point then concessions have to be made.
What happened with Metroid: Other M is it had competing values of grace and horror.
Action Talk: The Regulation of SenseMove
-Anything that slowly bumps into Samus, most likely a small enemy, will not activate SenseMove.
-Any time Samus is airborne, it will not activate.
-It is rare that the action mentally taxes the player with what can and cannot be SenseMoved.
-Since most attacks trigger SenseMove activation there is little priority given to on dealing with a threat based on proximity.
-Samus can dodge out of precision aiming with SenseMove; a design decision I disagree with since it lowers commitment.
-Makes player confident no matter the scenario as the ability is defensively powerful and cannot be stripped away [unbeatable].
Not knowing what can or cannot be dodged led to a moment where I took the full brunt of a charged laser beam (undodgeable) leaving me at critical damage, which led to the desperation of jump tackling the boss as it charged another death laser to temporarily subdue them stopping them from firing off their shot -- another exclusive moment from this game. The game needed more things in the environment disabling SenseMove (e.g., blob enemy sticky the legs of Samus, gravitational pulling attacks could show a clear range of danger field, more of the crawling bug enemies, a draft/quicksand pulling Samus out the level, situations promoting continuous jumping on things to stay alive). Stuff to promote situational awareness. This would have complemented lackluster bosses who repeatedly claw the air or lunge at you with their whole body.
Action Talk: Concentration - Health Recovery in Videogames
What does 1 HP feel like? How about 0 HP? A powerful message here is that Samus has the will to enter concentration on 0 HP - serious/traumatic game mechanic. The move has to be charged to activate.
Two intense situations I found myself in concentrating at 0 HP: First situation was where an energy blast narrowed in on Samus’s location, and the second, a one-time situation, where a powerful enemy and Samus traded hits resulting in the enemy being dazed and Samus entering concentration to recover health hoping to do so before the enemy finished her off.
Perhaps enemies practically fastening onto the player in combat is a result of making easy/quick healing pressured (or punished).
QUESTIONS
What are your thoughts on SenseMove?
What do you all think of Concentration? What do you all think of the ability to naturally restore partial or full health as a character ability in the action genre?
Action Talk: SenseMove - What the player can be expected to dodge reliably.
Rigid strafe movements where your character is locked in place on an axis in Space Raiders, Space Invaders re-imagined in 3D, allows your character to regularly move out of the way of incoming shots that allow for lots of near-misses. Samus in Metroid: Other M is typically surrounded and attacked in 360 degrees. When enemies are lined up in front of you more pressure can be exerted on dodging a forward shot pattern / enemy bombardment. If your character is fighting within a circle and this is to be a regular occurrence to enjoy and not tactically corral opponents into a easily attackable route / choke point then concessions have to be made.
What happened with Metroid: Other M is it had competing values of grace and horror.
Action Talk: The Regulation of SenseMove
-Anything that slowly bumps into Samus, most likely a small enemy, will not activate SenseMove.
-Any time Samus is airborne, it will not activate.
-It is rare that the action mentally taxes the player with what can and cannot be SenseMoved.
-Since most attacks trigger SenseMove activation there is little priority given to on dealing with a threat based on proximity.
-Samus can dodge out of precision aiming with SenseMove; a design decision I disagree with since it lowers commitment.
-Makes player confident no matter the scenario as the ability is defensively powerful and cannot be stripped away [unbeatable].
Not knowing what can or cannot be dodged led to a moment where I took the full brunt of a charged laser beam (undodgeable) leaving me at critical damage, which led to the desperation of jump tackling the boss as it charged another death laser to temporarily subdue them stopping them from firing off their shot -- another exclusive moment from this game. The game needed more things in the environment disabling SenseMove (e.g., blob enemy sticky the legs of Samus, gravitational pulling attacks could show a clear range of danger field, more of the crawling bug enemies, a draft/quicksand pulling Samus out the level, situations promoting continuous jumping on things to stay alive). Stuff to promote situational awareness. This would have complemented lackluster bosses who repeatedly claw the air or lunge at you with their whole body.
Action Talk: Concentration - Health Recovery in Videogames
What does 1 HP feel like? How about 0 HP? A powerful message here is that Samus has the will to enter concentration on 0 HP - serious/traumatic game mechanic. The move has to be charged to activate.
Two intense situations I found myself in concentrating at 0 HP: First situation was where an energy blast narrowed in on Samus’s location, and the second, a one-time situation, where a powerful enemy and Samus traded hits resulting in the enemy being dazed and Samus entering concentration to recover health hoping to do so before the enemy finished her off.
Perhaps enemies practically fastening onto the player in combat is a result of making easy/quick healing pressured (or punished).
QUESTIONS
What are your thoughts on SenseMove?
What do you all think of Concentration? What do you all think of the ability to naturally restore partial or full health as a character ability in the action genre?