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Metroid Prime 4: Should it follow the basic formula of 1-3 or try something new? [roundtable]
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I don't think I'd want to see it too open. Metroid has always had a fair amount of exploration, but it also works best when it's a tightly-designed experience without too much downtime between cool sequences. I actually feel that one of the few flaws of MP1 is that it can have a little too much backtracking (like if you need to travel from Tallon Overworld to Phendrana Drifts), particularly that one stretch of Magmoor that you have to keep running through. So I'm in the camp of wanting a non-huge game. That said, there are two things I think the Metroid series could really benefit from:
The first is better rewards. Extra Missiles and Power Bombs have their place, but they're also kind of boring. They're kind of like if Breath of the Wild had an arrow limit and kept offering slightly bigger quivers (+5 each) as rewards. I want to see MP4 bring out more surprises and excitement. Maybe a Paper Mario-style Badge system, where you find all sorts of cool little stat-boosting abilities (more damage with X beam, fire-type attack added to missiles, quicker scanning, homing shots, etc) but you have to mix and match them since you have a finite number of "badge points" (or whatever), but a regular upgrade to find could be more badge points. This would be in addition to the usual permanent upgrades of course like the Spider Ball. Hollow Knight also does something like this and it helps encourage exploration when you don't know what you're gonna get.
The second is post-game challenge. I'm a retro kinda guy but one thing a lot of games do better nowadays is offer lots of ways to play after beating. And I don't just mean a blanket Hard mode like in Dread. I'm talking stuff like what the Resident Evil series offers: in addition to extra difficulty levels, there are new game modes like Mercenaries, New Game+ options, galleries etc. I want a randomizer mode! Make a speedrun mode that keeps a timer and reward people with stuff for beating the game quickly, and put up the fastest times on a leaderboard. Just gimme more rewards and more replay and it'll be good. |
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I remember thinking about this after replaying the Prime 1 remaster: Secret_Tunnel said:This game gives me a good reference point for what I want from Metroid Prime 4:
- Keep the awesome atmosphere and writing, and crank the alien-ness up to 11. Like anand says, give us bubbles! Surprise me. - Change up the combat a lot. Metroid Dread's boss fights were incredible, some of the best in any game ever. Match that. - Come up with a way to preserve the rapid pace of the early game while still weaving in interconnected game-spanning puzzles and hidden items without too much backtracking.
If Prime 4 can do all that: masterpiece. I do like the text in Metroid Prime, but if they want to go even further with it: I'm gonna be getting a lot of use out of this tweet... TriforceBun said:I'm talking stuff like what the Resident Evil series offers: in addition to extra difficulty levels, there are new game modes like Mercenaries, New Game+ options, galleries etc. I want a randomizer mode! Make a speedrun mode that keeps a timer and reward people with stuff for beating the game quickly, and put up the fastest times on a leaderboard. Just gimme more rewards and more replay and it'll be good. YES. I was just telling some people a few weeks ago about how randomizers are a huge gameplay innovation that I want more big studios to embrace. The Pokemon Company is sitting on a gold mine, they just need to re-release Pokemon Emerald with randomizer options intact and include some story about how gene-altering parasites have invaded Hoenn, and that'd breath so much new life into Pokemon! With how much of Tears of the Kingdom is themed around time, I thought it'd be so cool if there was a secret ending you could only get by going back in time to the end of the Great Sky Island section and then having to speedrun some objectives around the world map to prove what you've learned. Luigi's Balloon World was a great step in this direction. These games are already such awesome sandboxes, Nintendo should explore new modes like this to really make sure they're leaving no stone unturned and letting players get even more out of them! |
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I think the most important thing for any Metroid game is unpredictability and spatial awareness. With the former, I don’t necessarily want to know what power ups I’m going to get. I like to come back to an area and go “Oooh, THAT is what that was there for.” It’s not as fun if I’m just like “I assume that’s where I have to use the Speed Booster later.”
With the latter, I love when the exit of an area is somewhere familiar. “Oh I was under THAT area this whole time?” Seeing how the world’s areas interconnect and weave is always a highlight. Even if it’s done on a more micro level where you find shortcuts within an area, the world should also have its own sense of unpredictability.
And when there’s enough unpredictability, it makes solving everything even more gratifying and rewarding.
(Also I don’t want some big artifact hunt thing at the end. If they DO have something like that, there should be some kind of quick way to work your way around the map, not unlike the postgame of Other M).
I don’t necessarily just want a better looking version of the other games. I don’t know what it would be, but I’d like something that feels familiar but with new wrinkles that make me go “Oh why didn’t they think of this before?” I actually dreaded the stuff with Samus’ ship in Prime 3, but the way they did it was just SO cool, so I’m not opposed to seeing more of that.
Whatever they do, I think as long as you feel like a cool, badass space bounty hunter, it should feel good. I kind of hope we’re not dealing with Phazon again, but I understand Metroid Prime is the title of the series. Maybe in 4, it’ll be “prime” more as a branding, and less dealing with the actual character. |
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