some of the level design is a bit questionable
I'm relatively new to playing Metroid mods/romhacks specifically, but this is the thing that's stuck out to me after recently playing a handful:
I question a lot of their world design and how tedious they make exploration. Official Metroid games are great at guiding you through but making it seem like your own intuition.
I appreciate that Vitality seems to want to be "the fanciest looking Metroid romhack ever", and the world is very cool, and where I think the story is going intrigues me (although the
chozo-samus Phantoon and some other things are making me side-eye it). But all the screen effects all the time are a bit overwhelming and it's hard to find consistent visual cues so I can tell where to go. The broken light in the wall of one of Pendula Moda's shafts is a cool detail, but I never would have thought that was actually a morph-ball tunnel if I hadn't found it completely by accident. I almost wish it wasn't Metroid because the "metroidy" assumptions and habits I have are making things more difficult.
X-Fusion definitely set a standard with one of the very early rooms requiring two wall-jumps into a midair morph to get through a tunnel. I do like acrobatics like that in Metroid, but it's making me very paranoid about sequence breaking in a way that softlocks me, especially because so much has been reworked. Granted, that's largely my problem because I always have an irrational fear of softlocking myself when I do fancy acrobatics, and being based on Fusion it's probably the least likely to have softlock issues because of the linearity.
I don't think it's in any way controversial to say Subversion's world is just too fucking big and too fucking time-consuming and convoluted to move around. I'm assuming it's a side effect of the map being designed for two different progression routes (the 2nd Quest basically plays "backwards" from what I read on the forum) which again is a cool idea but holy fuck does it make the world suck to navigate.
Watch the little spiel in my AM2R&Subversion video about trying to find the Forbidden Room for a hyper-specific example, and then extrapolate that out to how I felt every time I wanted to go and look at
anything anywhere in the world.
Don't get me wrong, I like these romhacks and I'll probably play them all again. But I'm getting the impression that romhackers are really carried away with world detail or complexity or just
size without much consideration for the actual '
fun to play' part, or first time players not already knowing the route. AM2R's world always felt very convenient and snappy to get around even without the Distribution hub for fast travel, and even with its map's shortcomings Axiom Verge 1 felt like it was more considerate of the player exploring.