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04-23-23 05:38 PM
Acmlm's Board - I3 Archive - - Posts by Klatrymadon
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Klatrymadon
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Since: 06-03-06
From: Liverpool, England

Last post: 6168 days
Last view: 6168 days
Posted on 06-03-06 08:56 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Hiya, Drewseph. I just signed up to lavish some praise on you and your team, hehe. What you've created here is far beyond being a simple custom map (the like of which you'd see in some arena-based FPS); it actually achieves something that should delight any long-standing fan of the series, and something that even the more recent games in the series have been less successful in doing - it gently prods you into unravelling the world for yourself at your own pace, and in doing so evokes the true spirit of the first 3 games.

You've expressed some anger at the people who are cheating or who are unwilling to just get stuck into it by themselves, but without wanting to sound elitist, I tend to see that as a sign that you're doing something right. You've made a sort of unofficial semi-sequel (certainly in terms of the quality) that's aimed very directly at serious Metroid fans who wish they could play SM for the first time again, and who are fed up of the concessions made in the newer titles, like the excessive heavy-handedness of the storytelling (i.e.: via countless cutscenes), the lack of focus in the musical and atmospheric direction, and the general level of hand-holding (or just the easyness of the newer maps due to their tendency to be self-contained and smaller).

At first, I was rather displeased that you'd chosen to foist your own physics preferences on us (I personally love the fact that Samus' falling speed and terminal velocity is very low, and have grown to expect it as a quality of her suit... another thing the Prime games failed to interpret was Samus' agility - her suit is now heavy and clunky), but after playing the game for a while, it actually feels fairly streamlined, and I'd say your take on the wall jumping approaches improvement! I find that the heightened inertia makes it easier to pull off, as the immediacy of it is making me react more quickly and do it more consistently. It's also much more fun, seeing Samus blaze back up massive chasms in 2 seconds flat. Single-wall jumping is much more difficult, though. The jumping in general isn't too short or quick like in MZM, the suit doesn't feel too heavy, and overall your physics heighten the sense of this game being a brand new, alien experience.

The level design generally induces the same kinds of thought processes that the original game does, and gets the old Metroid-intuition juices flowing. I also find I'm nudged away from my goal quite often. Well, not in any tangible sense, but there's always enough places to explore that I'll forget to come back to a certain room and check the walls - stuff like that. I'm absolutely loving it. A lot of hacks tend to over-egg the pudding, but apart from the steel piping in Crateria, your design feels quite careful and reflective of SM's style. One thing a lot of hacks fail to capture is the aforementioned 'prodding' of the player into finding their way around and finding the items they need to progress, but yours does it in almost the same ways that the official game does it. Very cleverly and unintrusively, in case I sound too vague.

So, yeah, fantastic work! This deserves the eternal kudos and respect of any Metroid fan. If only all hacks were done with this level of understanding for the subject matter!

Keep it Gradius,

-Mike.


(edited by Klatrymadon on 06-03-06 08:06 AM)
(edited by Klatrymadon on 06-03-06 11:23 AM)
(edited by Klatrymadon on 06-03-06 04:24 PM)
(edited by Klatrymadon on 06-03-06 05:09 PM)
Acmlm's Board - I3 Archive - - Posts by Klatrymadon


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