She wrote very detailed descriptions of her experiences. I did fall asleep reading a particularly erotic chapter If you want a very specific meaning, there's the Berlin interpretation even: Į: admittedly when roguelikes became indie darlings a bunch of journalists used roguelike to basically mean "procedural generation + permadeath" which really didn't help with making clear what the subgenre refers toĪrivia fucked around with this message at 20:54 on Sep 26, 2021 It became a much more popular term when roguelikes took indie gaming by storm for awhile, but roguelikes in general are a very old subgenre. Roguelike is actually the exact opposite of what your problem is with it: it means games that are like Rogue ( (video_game)) which dates back to 1980. It's just convenience.īut Super Metroid is cool! I like Super Metroid. I kind of liked "Quality of Life" when used in blogs and forums but it really put me off to see it used in official marketing copy (they even capitalize it and everything), because I understood the term to be a joke. On a more serious "old man yells at clouds" note, I have a bone to pick with the term "roguelike" mostly because I think an entire year went by after I'd first encountered it and I still hadn't figured out what it meant from context (admittedly I don't read about modern videogames all that often). I'll admit that "metroidvania" is a fun word to say and at least it still seems to be more of a colloquial thing. Master Blaster may be some of the most mechanically similar gameplay, but nowhere near the amount of polish, while Hollow Knight, Steamworld Dig 2, and Arkham Asylum are wildly different overall feelings, but a similar amount of polish to the whole thing. I'm not sure if I've ever really played a game that gave me the same feeling as Super Metroid (it's been a while, so I might have to play it again to check), but on the level of polish and smoothness of Super Metroid, most games would really come up with their own feel. If you put it like that, I think you could call Dark Souls similar to Super Metroid, in that a lot of its sequence breaks aren't all that complicated to do, although the difficulty of the combat is its own hurdle, practically independent of the whole scheme of exploring the world. similarly the developers never intended a lot of sequence breaks, but they built a lot of the tech that ended up making them possible.Īlso the best and easiest way to get springball is to skip grapple and clip through the floor using ice. you dont build stairs to put stuff underneath them, but you end up creating a storage space by building the stairs. the depth of super metroid is like the space under your stairs. I think the developers had some sense of sequence breaking, but i dont imagine they envisioned even some of the “simpler” sequence breaks, like climbing red tower without ice or getting to the wrecked ship without grapple. it's hard to figure out how much of this looseness was intentional but that's the kind of feeling you need to replicate to make a modern super metroid fight ridley without the varia suit? well.okay, but only if you're fuckin' amazing" like there's nothing you can't do in a weird order, the only hard locks are on luxury items. spring ball with no space jump? we'll design the room so that the physics let you do a regular jump up through a tiny hole but you'll have to figure out the precise timing for it. power bombs and wrecked ship before touching norfair? well, fine, but you'll have to do a tricky walljump for that one. Meanwhile super metroid is over here like "hey want to get the spazer before hi jump? if you can walljump at all, go for it. indie titles tend to show this same concern for guiding the player on the "intended" experience by making the gates simply impassible. there is absolutely no mechanical room to avoid the critical path although the path might branch a bit along the way with multiple areas open at any given time. if you need a big jump item to progress, the jump that is supposed to gate you is a big jump with no walls that you could jump off of to break the sequence or ways to use your magic/souls/etc. they take too many cues from vania instead of metroid - the castlevania side of the genre is all about combat and the map design tends toward overgating. Yup i think this is the secret sauce that other games don't do well.
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