Metroid Other M=AMAZING!!

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GabuEx

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#51 GabuEx
Member since 2006 • 36552 Posts

[QUOTE="GabuEx"]

I don't think I explained myself properly. I'm not talking about side missions; I'm talking about the fact that Metroid Fusion's story took Samus far outside of the map given to you at the beginning of each sector, to unexplored and hidden territories, which sometimes were absolutely not where your CO wanted you to go, to boot.

Sepewrath

No I got what you were saying, I was just using side missions as an example from open world games. You know when you write a story, there is a certain direction, mood and pacing you have in mind for people to experience. Its hard enough for video games to pull that off, but when they start letting you go off the beaten path, that only makes it infinitely more difficult. Like for example, most who play FO3 says the story is weak, you know its your standard issue story; but that really shouldn't matter. Take Uncharted, a series praised for its story, but its the most cliche action story you can come up with. I remember playing the game with a friend of mine watching and were just saying exactly what was going to happen in each chapter and it always happened. But its still great, because it had the optimal direction, mood and pacing that ND had in mind, because it restricted you to a set path.

Sakamoto likely wanted to retain the pacing as much as possible and you wandering off would have made the effect each part of the story had on you weaker. It brings me back to FO3, the story wasn't really bad, its just that you would go 10hrs of gameplay between each story segment, so whatever weight a particular segment of the story was suppose to have on you in the grand scheme of the entire story is gone by the time you get to next part. Whereas Uncharted kept you invested in the story the entire time by keeping you committed.

Again, I'm not sure if I'm explaining myself correctly. :P I'm not talking about hidden regions; I'm talking about portions of the game that are off the official map that you have to go through as part of the story. In Fusion, the section map you receive at the start is often only a small fraction of the total area you'll cover as you make your way through the story in Fusion. The fact that you explore areas off the official map as part of the story in Fusion was something I felt added to the mystery and intrigue. That's what I'm talking about. I'm not talking about hidden, optional areas.

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Sepewrath

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#52 Sepewrath
Member since 2005 • 30712 Posts

OK your talking about the map system, alright, yeah you suck at explaining lol. But I still think it applies, wandering into dead ends also slows the pace. The story in Fusion wasn't nearly as big of a part of the package as it was in Other M. It could more easily afford to let you stumble in the dark.

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GabuEx

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#53 GabuEx
Member since 2006 • 36552 Posts

OK your talking about the map system, alright, yeah you suck at explaining lol. But I still think it applies, wandering into dead ends also slows the pace. The story in Fusion wasn't nearly as big of a part of the package as it was in Other M. It could more easily afford to let you stumble in the dark.

Sepewrath

Yes, but on the other hand I felt that the overall effect was much more effective, as it often got things across in a less heavy-handed approach. After much deliberation, Metroid Fusion definitely remains my #1 top Metroid game. The perfect blend for me would be one that has cutscenes and a strong narrative like Other M, but also delivers narrative content and advances things for the player in other ways as well, such as having things in the background that allow the player to infer something without having Samus openly declare it to be the case.