vert1 wrote:
What do you think of big monsters designed for attacking players in a 3D space compared to a 2D space?
It was really cool seeing the charge shot get pulled downwards by the gravitational pressure; however, I thought everything about Nightmare in Metroid: Other M was a major downgrade from its Metroid Fusion encounter:
In general I enjoyed the boss fights in Other M and thought they did a good job making them feel like dynamic moments where unique actions occur. As was to be expected in a Japanese game circa 2010, there were a couple Monster Hunter-esque moments, like the lava fishing and some of the enemy designs. If you're gonna make a switch to 3D action, you could do a lot worse than taking notes from MH.
My memory of the Fusion encounter with Nightmare was really fuzzy so I just YouTubed it. The Other M version definitely lacks the gravity (how ironic) of the Fusion one, as well as the surrealness. I also recall it being one of the weaker Other M fights. I think I was missing something when he chases you around the perimeter of the room, and I kept clumsily jumping over his limbs or getting hit by them. I kind of stumbled through the fight. On the other hand, I stumbled through fewer bosses in Other M than pretty much any other Metroid.
>contested precision shotsI've never been in love with this aspect of classic Metroid boss fights. Trying to squeeze off shots that pass perfectly through the center of a seemingly larger target--I feel like a sperm. I prefer the Contra/Lost Planet approach of "giant obvious weak point but first you must learn our dance." But I suppose it suits the idea of Samus being this sleek, highly skilled combatant. I really like how Other M handles its shooting. It saves the manual aiming for "important" shots that would call for precision, but takes the focus off aiming for the bulk of fights, challenging you to use Samus's acrobatics while still applying damage (which is indeed kind of Contra-y).
>But you were satisfied with all that?Yeah, to be honest my thinking only went as far as "oh it's a throwback to that thing, how fun." It doesn't beat or replace the original moment, but I think it's still a fun nod.
>post-gameIt's funny--after my friend told me he didn't like the game until the last 90 minutes, I was expecting some kind of Zero Suit sequence or something else that really changed up the gameplay, but it was just a crapload of expository dialog and shonen anime cutscenes. I went back to him and was like "...Did I miss something?" And he was like "I just really liked all the fan servicey lore." And I was like "YOU DID?" But then the post-game happened and it was EXACTLY what I'd been hoping for.
>SenseMoveI really liked this mechanic throughout the experience. It's a great combination of simplicity and versatility, and it never really stopped being satisfying. I think "just" mechanics in general are really satisfying, but the way it also feeds your offensive options by charging your charge shot was really smart. Reminds me of some fighting game mechanics, like using your V-Skill to charge your V-Trigger in SFV.
I also think it was a way for them to build on the "feel" of Samus hinted at in the old games. She's always been really "flippy," but now it's done in a way that makes the action feel really dynamic and exhilarating.
Phoenix Wright wrote:It says the Ghosts 'n' Goblins series has two 3D Hack 'n' Slash games. Does anyone here know if they're worth playing?
I think you're talking about the Maximo games? I've only dabbled with the first Maximo, but I've heard they're both great and I had a fun time with what I played. They don't feel that much like Ghosts 'n' Goblins though. They're almost more like a light take on a Souls game, in that the world is very dangerous and forward progress is methodical and careful. Visually it could be mistaken for something like Jak & Daxter, but it's more a football field than a playground.
Royta/Raeng wrote:@LacquerwareTo me Super Metroid does feel a bit like Seinfeld if you get me, it is absolutely fantastic and invented a lot of things, but if you play it really late it can feel a bit predictable. That said, as we discussed before, the wandering aimlessly through an alien world is what Metroid is. Other M really is on the other end of the spectrum. It's kind of like Ninja Gaiden becoming an JRPG, JRPG fans would like it a lot more then (sorta, you get what I mean).
I think a major takeaway of this whole discussion is a lesson I already learned with Devil May Cry, The Simpsons, and various other beloved things whose creation has changed hands over time: what defines the identity of a property is totally subjective. If you'd asked me as a fan to describe Metroid, I never would've said "hours of aimless wandering." I would've said something about space, environmental puzzles, and filling out an open map and getting more powerful as you go. It's not that I wasn't aware of the wandering--it's that I saw it as a flaw that I liked the games in spite of. And because I generally enjoyed the Metroids I've played, the flaws don't occupy much space in my memory. But if wandering for hours doing nothing but shooting walls is what a person loves about Metroid, then of course they're going to feel betrayed when the next Metroid takes that away.
The way I see it, the advent of waypoints wasn't any more a betrayal of the core gameplay than Super Metroid's addition of a map was. If anything, it feels like a logical extension, likely implemented to alleviate the obvious issues with pacing. In Other M, items and progress are often still hidden by environmental puzzles that require you to explore and experiment, and sometimes even turn back, thinking you missed something. To me, THAT was Metroid's critical element. Closely examining SPECIFIC environments to achieve a SPECIFIC goal. Not doing aimless round trips across the entire planet. It's not like Other M just gives you a dotted line to follow. (In fact I ended up only finding like 40% of the collectible items by the time I'd finished.)
Honestly I don't think it's even as drastic a departure as the jump from Ninja Gaiden NES to Ninja Gaiden Xbox. I think Other M has more in common with Metroid NES. Come to think of it, Ninja Gaiden Xbox arguably has more in common with Metroid NES than it does with Ninja Gaiden NES. @_@
> Close, but imo it generally means "there's more money to be gotten elsewhere". I suppose that's true, but I also think that because video games--generally, but "franchises" especially--are inherently a capitalist venture, "not the most money we can get out of it" is essentially synonymous with "not financially viable." And yes, it's a real drag. I've come to just accept that mainstream games must inject mainstream appeal to secure investors; but they're still capable of doing good work within those parameters. I would absolutely like Nioh more if there were one weapon for each class, DMC style, instead of INFINITE LOOT. But Destiny. As it stands, Nioh still excels in so many areas that DO appeal to me, I'm happy to shrug off the rest.
That said, I think as the market continues to grow, it's becoming increasingly safe to do weird niche stuff again. I think the late aughts/early 2010s were sort of an adolescence for the industry, where they were obsessed with convincing a mainstream audience that they were cool and not nerdy. Weirdo stuff like NieR was scarce, and got pretty much the reception you'd expect (crickets). In 2017 NieR: Automata was a Big Deal. I take a lot of heart in that. Video games are a more diverse market than ever before, so even if your favorite IP isn't what it used to be, it's more likely than ever that someone will come along to fill that niche. I think Ninja Gaiden, a mid-tier IP that was never not niche, could come back. But God of War will probably only ever exist as a 1st-party front-liner, meaning they will always adhere to major trends.
> DmC: What do you mean with the positive data?It sold multiple millions of units and was critically acclaimed despite being a weird product. After the "drop in quality due to excessive outsourcing" narrative took hold within Capcom Japan, they could point to DmC and say "Well this one did relatively well despite being outsourced. Maybe there's still something to this 'Devil May Cry.' Especially if we, the almighty Capcom, develop it ourselves. Especially if we leverage our almighty RE Engine." Bionic Commando wasn't so lucky.
> RE4 - The shift felt less pronounced than Other M. Most importantly though, imo, RE4 was just a good game, and Other M wasn't haha. That and RE always had an identity problem, with every game having a new director attached to it, it wasn't really consistent to begin with.See this gets back to that "identity is subjective" thing. I agree that ultimately the question should be "Is it good," but I thought RE4 was a WAY bigger deviation from precedent than Other M (again, keeping in mind I played Other M with a normal controller. ^^;
I don't think I agree that RE always had an identity problem--I think RE1, 2, 3, CV, REmake, and Zero all have a clear and consistent template. (Incidentally, it's a lot like the Metroid template.) To me, the camera change was major. The fixed camera angles meant the creators had complete control over how the world was presented and observed. This allowed them to create tension in basically the same way as horror filmmakers, all in real time. This completely disappeared with RE4. RE4 sometimes builds tension in other ways, but it often seems to not even want to. You're a cocky acrobat now who can leap off rooftops, kick down the doors that used to serve as anxiety fuel, and
suplex villagers. None of that is inherently bad, but it's a major shift away from the experience of the previous games, where being underpowered seemed to be the entire point (so much so that you didn't even have control over the camera). As far as I can tell, the action is what brings people to the table. And that's a great reason to play a Capcom game, but I just find RE5 and RE6 more fully embraced the action approach while RE4 always leaves me cold. RE6 Mercenaries is the fullest realization of the "shoulder-cam" era of RE, imo.
Also RE4 popularized one of my least favorite action mechanics: the instant-death, arbitrary-input QTE. This made great sense as a way to take people's quarters in Die Hard Arcade. It makes no sense elsewhere.
EDIT: For what it's worth, even though RE4 is much more linear, which I also think was a major deviation from precedent, it did still preserve one critical aspect, which is that the journey is almost seamless. By the end of the adventure, you can look back and marvel that you were there almost every single step of the way. I think RE5 abandoned this with its chapter structure, and RE6 almost seemed disdainful of it, putting seams everywhere and ping-ponging you around the entire planet every fifteen minutes. Feh!