Metroid general

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What's your opinion on Dread so far?

  • It's good

    Votes: 157 49.7%
  • It's bad

    Votes: 17 5.4%
  • It's too linear, I don't like fusion and I don't like this

    Votes: 17 5.4%
  • It's not as linear as I thought it would be

    Votes: 14 4.4%
  • I haven't played it lol

    Votes: 56 17.7%
  • Where's Super Metroid 2?

    Votes: 33 10.4%
  • I don't care, where the fuck is Prime 4?

    Votes: 25 7.9%
  • Why can't Metroid crawl?

    Votes: 84 26.6%

  • Total voters
    316
Confirmation from the devs that Breath of the Ubisoft effected the game's development... I am so, so sick of nuZelda making other franchises worse, and I hated nuZelda to begin with.
just make it Zelda.....jpg
It's also been confirmed that "Retro's" Prime 4, however bad, was just a reinflated Bandai Namco corpse. So no, Bandai Namco didn't make the second coming of Christ and then it got cancelled, Prime 4 as we know it started off as THEIR baby, and then development was given to 343 Retro. So shit was just fucked from the start.
 
It's also been confirmed that "Retro's" Prime 4, however bad, was just a reinflated Bandai Namco corpse. So no, Bandai Namco didn't make the second coming of Christ and then it got cancelled, Prime 4 as we know it started off as THEIR baby, and then development was given to 343 Retro. So shit was just fucked from the start
It may as well had been canceled all together if it was going to suck anyways no matter who actually was developed between Bandai Namco and 343 as "Retro Studios" but the execs demanded that it had to come out because they spent so long waiting for it :stress:
 
Confirmation from the devs that Breath of the Ubisoft effected the game's development... I am so, so sick of nuZelda making other franchises worse, and I hated nuZelda to begin with.
View attachment 8333687
It's also been confirmed that "Retro's" Prime 4, however bad, was just a reinflated Bandai Namco corpse. So no, Bandai Namco didn't make the second coming of Christ and then it got cancelled, Prime 4 as we know it started off as THEIR baby, and then development was given to 343 Retro. So shit was just fucked from the start.
BoTW wasn't even that good in the first place. Otherwise the sequel would have gotten better critical reception.
 
BoTW wasn't even that good in the first place. Otherwise the sequel would have gotten better critical reception.
It really sucks when a game isn't per se bad, but falls so short of expectations. If I wanted to build arbitrary machinery, I'd play Minecraft, not Zelda. They can't possibly beat Minecraft at its own game, so I don't know why they even tried.
 
I think the sequel didn’t get as good a reception because, while it improved quite a lot from BOTW, it didn’t do enough new or was as much of a landmark title.

As for BOTW’s influence, like many other great works tha spawn imitators, it seems as though they just saw that it had an open world, this that is the answer, not including the mechanics and systems that made that game work so well. Given that I seem to be one of that game’s few remaining fans on this site, I can tell when a game that says that they were “inspired by BOTW” actually tries to put in the effort to like it in the ways that count.

Sadly, MP4 is not one of them.
 
The sequel didn't get as good a reception because Tears of the Kingdom was low-effort shovelware that just copypasted the world from BOTW, inverted the world to make a shitty underworld, and called it a day. The only nice thing I have to say about it is that Ganondorf was a better boss fight than the stupid cloud monster.
 
If we're bitching about BOTW/TOTK, they really should have dropped the annoying "weapon breaks after 5 swings" mechanic for TOTK. It adds nothing and they still could have used the "weapon melding with horns/shards of metal" mechanic but instead of the entire thing dissolving into magical dust, maybe just the item added to the tip could break. That way you still have a shitty-but-useful base weapon but can't reattach a stronger tip in the heat of battle.

It would be like if Samus used her Fire Shot too many times and it gives a mandatory 2 minute cooldown before you could use it again instead of it being ammo based. It just makes no sense beyond being an artificial difficulty mechanic.
 
BoTW wasn't even that good in the first place. Otherwise the sequel would have gotten better critical reception.
TOTK was "great" because its repetition, gimmicks, and same exact problems as the first game forced people to rethink BOTW and understand that at its core, it's hollow like most Ubisoft games. That hollowness was covered by sheer "new thing" hype, memes about Zelda's ass, and the open world itself... but 6 years is a long time to play a game with cookie-cutter bosses, no real dungeons, minimalist music, a minimalist story, and more ultimately vacuous collectables than Donkey Kong 64.

Then TOTK gifts you with the SAME world, the same minimalist music, the same minimalist (and more retarded) story, more half-assed "dungeons", and even more bullshit to collect. It was inevitable that even bellcurve plebs started to realize, "Hmm, this kindov sucks."

Majora's Mask may have reused assets, but the Entire World was different and the core gameplay hook was a genius inversion of Ocarina's, and they did it all in like a year and a half rushed development... Meanwhile TOTK went so far as to reuse the characters, world map, story delivery method, and gameplay loop - but it took SIX years to make somehow...
they really should have dropped the annoying "weapon breaks after 5 swings" mechanic for TOTK. It adds nothing and they still could have used the "weapon melding with horns/shards of metal" mechanic but instead of the entire thing dissolving into magical dust,
Ahh, but it's creating a problem for you that must be solved by padding out the game with more meaningless collect-a-elements. It's fun to be forced to engage with something, right? God don't even get me started on the stamina crap and the destructible weapons. How cool is it that "The Blade of Evil's Bane" is now just a shitty knife that breaks whenever you fucking look at it wrong. Awesome. You know I'm glad ninty said to just consider BOTW/TOTK to be their own things (even if they're hypocrites on that account) because nuZelda rapes the series lore so badly you cannot consider it to be canon if you want to take any of the old shit seriously.
 
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So BOTW is now a terrible game because of TOTK? That I can’t get behind in the slightest, nor do I agree with the notion that it is a “hollow experience”.

If anything, I think that TOTK simply didn’t do enough new, and what it did change interrupted the flow and system interaction that BOTW did so well. And I won’t go into a whole song and dance about the breakable weapon debate, and how forcing one to experiment isn’t really an issue in my eyes.
 
Botw was well received because skyward sword mindbroke retards incapable of understanding motion controls/poorfags and people who refused to buy the dumb wii remote addon and the biggest zelda fans refused to buy link between worlds (we don't talk about hyrule heroes)
And in one hand i can sort of understand where nintendo is coming from with poaching retards to see if the new blood can come out with something new that will sell, but on the other hand you have devs like Sakurai and Hal labs that just take what works and expand on it and leave all the retarded ideas to cheap spinoffs so they can train new staff.
 
Still heavily disagree with everyone here over BOTW.

Anyways, to bring it all back to Metroid, if they are to put in some kind of open-world, then it can't just be some empty desert where the only method of transportation is a motorcycle. Add in immersive elements and mechanics, or find a way to make it really jive with the Metroidvania formula.
 
I can't think of any use for an open world in metroid. Open world is often shorthand for 'big map with no load screens', which is literally the opposite of metroid. Having a big map be not boring means there has to be stuff in it, but what filler can you put in an open world that actually makes the game better and not just padded? Platforming challenges? You don't need an open world for that, and it in fact just makes designing interesting platforming harder because the player can skip it with gear from other places or by coming in at the 'wrong' angle. Loot to get? One of the defining characteristics of metroid is that the games are incredibly lean; the last thing I want is to go activate ubislop towers in a metroid game so I can hopefully get a retarded 4% plasma beam crit chance buff that I have to pause and swap out my legendary rarity 12% ice beam fire rate buff for, or some optional secondary weapon that is just a different firing type and has no puzzle/platforming utility. Story? The story of metroid obviously doesn't matter to the developers, or at least Retro, so the odds we get a story worth completing optional objectives for is is 0%. Even if they did somehow manage to create a mindbending, 10/10 story, it would still probably be better served by traditional metroid pacing and not being open world.
 
Just found something interesting while searching for info on that little girl game that Retro was developing.
This is from 2024:
I was a developer of the cancelled OG Metroid Prime 4, at Bandai Namco. I'm sure plenty of fans want to know what happened to the original version, so here i am. Keep in mind i had a smaller role in the production, so many of the Infos i know are directly from my collegues higher up. For that reason, there might be some errors.

>The team was pretty big, i will not tell you my role for obvious reasons, but i didn't have any kind of decision making job.
>We where extremely excited about working on Metroid Prime. Many co-workers where Metroid fans.
>The game started development in 2015
>The story was a soft reboot. Tecnically it takes place after Prime 3, but it's barely connected. This was made to not alienate new players, considering the big time gap in releases that we where going to get between 3 and 4
>Nintendo was fine with this soft reboot thing, but they where sayng that a proper sequel was a better choice.
>The structure was different from previous Metroid Prime. The game was going to have 4 main regions, all accessible from the start. Every region was an open world, with a variety of activities. NPC give you missions, there where enemy camps, puzzles, platform style challenges, bossfights and things like that.
>The actual "Metroid" part of the game consisted in caves and temples. They where scattered around the open world, and they where bite-sized Metroid style levels, around 30 minutes in lenght.
>As you notice, there was basically no "search action" here.
>Nintendo was NOT happy with the direction. They started sending Retro Studios employees to help with the general design of the game.
>The "4 regions from the get go" thing was eliminated for a linear progression. The open world nature was also toned down. Retro tried to make them as similar as a Classic Metroid game as possible
>It didnt work out, it was turning out like shit. Nintendo said "fuck it, at that point, let's re-start with Retro from the get go"

So here we are.
 
>The structure was different from previous Metroid Prime. The game was going to have 4 main regions, all accessible from the start. Every region was an open world, with a variety of activities. NPC give you missions, there where enemy camps, puzzles, platform style challenges, bossfights and things like that.
Holy shit so you're telling me they literally pitched "Breath of the Wild but Metroid this time" to Nintendo? Sounds like a 1:1 clone of BOTW even. Can you imagine Samus fetch-questing someone's lunch 😂
 
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