[QUOTE="clicketyclick"] What? He wants multiplayer, so he doesn't understand the game like you do? That's a bit... I mean, Metroid Prime Hunters is a Metroid game, and it has multiplayer. You can't just say that multiplayer is distinctly un-Metroid when it's been a part of the Metroid series. FPS is hardly about health management these days, or at least not more than Metroid, and often less because of recharging health. Unless you're playing a survival-horror FPS, it's usually not about ammo management either. You just keep swapping guns on the fly or running over people you've killed, automatically picking up more ammo. You're not planning or thinking about ammo except when to reload or use charged shots (like Metroid). And you hardly have to be in tune with your AI-controlled enemies. You just have to be "in tune" with where their head is in order to shoot it. You're over-exaggerating the differences between Metroid and FPS, and in so doing, you're really incorrectly portraying the FPS genre. Multiplayer on Metroid Prime Hunters was really popular. I see nothing wrong with having more multiplayer. If you don't like it, then you can stick to single-player mode, and meanwhile, all the people who want to play multiplayer can. Everyone wins this way. So why do you have to tell all the Metroid fans who want multiplayer that they don't understand Metroid and they should go play something else because you don't want to play multiplayer and so it shouldn't be in Metroid? This is our sandbox too. Maybe you want to build sandcastles alone, but we want to build them together, and for that you tell us to get out of the sandbox?VGobbsesser
I don't think anybody is this thread has properly nailed down what makes Metroid unsuitable for multiplayer,or at least didn't directly nail it.
The weapons and gameplay in Metroid are designed basically to make Samus an unstoppable fighting force by the end of the game; character development is key.Samus is overpowered at the end of nearly every single Metroid game.The weapons were also not designed for full-on,prolonged combat,hence why most enemies can be defeated easily,or have a certain weakness to be exploited (but isn't too hard to discover).The key function of shooting is to assist in exploration."Samus vs Samus" (as how a Metroid multiplayer would function) wouldn't exactly work out,because Samus' abilities are made overwhelming in favor of herself,and placing "Samus vs Samus" results in a wildly unbalanced match-up.
Prime 2 highlighted this perfectly.It used all the weapons featured in the single player as weapons in the multiplayer,and the result was a "back and forth" type game.The nuances of the weapons made this so.For example,one weapon in the Annihilator Beam.The Annihilator Beam is a homing beam,and the most powerful weapon in the game.It's too easy to spam them without even trying to aim properly.And take the Power Bomb.A "nuke" that can take out any opponent in one hit when they are just barely in range.Or the Dark Beam,which freezes the opponent with one charge shot,leaving the opponent completely unable to move for enough to time to allow the other player to wipe him out easily.Or how about the Boost Ball,allowing a player to charge quickly at an opponent,and kill them when the other player doesn't have a chance in escaping or counter-attacking?The game just isn't engaging in the slightest.
Metroid Prime Hunters shares some similarities with its console cousin,but the formula is really different.Basic puzzles,linear and generic level design and locations,and waves of enemies needed to be shot with ease resulted in a weak single player for a Metroid game,and the weapons' main function was shooting for combat.Samus gained no new abilities except new weapons to shoot with,and none were terribly overpowered in Samus' favor.It was because of this that made Metroid Prime Hunters suitable for a multiplayer,because the single player gameplay could easily be translated into a multiplayer experience without unbalanced gameplay.
One could make the arguement that the developers could create two gameplay styIes for the next Metroid,but honestly,it would just seem like the developers wanted to place Samus in a multiplayer shooting game,without any regards to how the formula works in the single player.You might as well just make a new stand-alone game.
That is why I believe Metroid shouldn't have a multiplayer component,as the gameplay just isn't tailored for it.
i completely agree.
look at samus's abilities: grapple beam, speed booster, morphing ball, high-jump boots, bombs, & all the visors and suits. these are gadgets; methods of connection that were specifically designed for samus to unlock entire planets by herself. she grows with the planet, and it's about how she interacts with her envionrment more than anything. as 'VGobbsesser' explained, shooting is subordinated to exploration and puzzle-solving. shooting is just samus's version of link's keys in 'the legend of zelda'. the chozo gadgets are not suitible for 'player vs. player' combat.
some people say that metroid prime doesn't 'feel' like the old metroids. but they haven't played the old metroids extensively enough to understand what makes those experiences, 'metroid'. if they did, they would understand that metroid's identity isn't stuck to 2D or 3D. there is an essence to the series, and prime captures that essence in another form, while evolving the feel of metroid. how can this be? it doesn't have the platforming base. it doesn't have the speed. it doesn't have deep, vertical environments. it doesn't have the 'raw heat' of SM's cavernous depths.
perhaps the most suprising thing we have learnt is that the core of the metroid experience is not necessarily attached to platforming gameplay. there are platforms in metroid prime, and there are spaces of a similar proportion, but how samus interacts in those spaces and with the environment is different. the key thing is that retro maintained a strong relationship between samus and her planet. if you go and play metroid on the NES, then play corruption on the Wii, samus is still doing the same thing. she is still a key, unlocking the planet. retro just utilised the strengths of 3D to give form the essence.
3D is a whole different world, but we can see that metroid has actually probably improved in the transition. metroid is the synthesis of zelda and mario, and in prime, it has thrown away the shackles of mario's platforms, and become more purely about seamless movement and atmosphere. 3D has expanded the concept of metroid. it has allowed more realism, more attention to detail and more immersion. you are closer to samus, and prime has, i think, deepend the interactions available to samus. metroid no longer needs to subvert mario - it can be itself, and retro has expanded more on the identity of samus & the player with the HUD, all the visors, the scanning, and especially the way samus breaks down the objectives given to her - down to every little interaction.
samus embodies the story of the vagabond. how can other characters fit into that..? even the main interaction in metroid (the entering/exiting of doors) helps tell the story of samus. i'm not saying multiplayer is impossible, but the more you take away, the less meaning there is in the metroid name.
however, you could make the argument that metroid is fundamentally about change, which would allow any alteration or experimentation, because the game can legitimately be defined with that word.
in the end, metroid is an IP owned by nintendo, and miyamoto can probably do what he wants with it. i'm sure there are lots of business decisions/contracts and market concerns that get in the way and take precedence.
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