EVERY area has a very distinct feel to it. Map travel is MUCH easier after a certain upgrade. i simply do not think its a masterclass of metroid design.Īxiom Verge 2 fixed a lot of the issues you dont like. i think its an enjoyable ode to nes metroid, or even a de-make spinoff of modern metroid. i want to hear what other people think, as all i hear for this game is praise. i want to enjoy it more, to the point where i already want to replay it to see if i missed anything, in spite of the fact that i started it yesterday and finished it earlier today. i dont know, i dont like that im in the minority. the music and atmosphere is nice and can put you in a bit of a trance at times, but the game is just a bother to get through, and it can be too easy to wander into areas you have no need for. ![]() This is all more annoying to me because the game really is enjoyable. examples like the ending after getting the last major power up of the game, it felt like there was zero real reason to even go where the game wanted you to, making it feel cheap. after getting a powerup or beating a boss it seemed like your forward momentum was halted with no real indication of where you should go, so when a guide was used i never felt like an idiot for not being able to figure it out myself, which is how i usually feel when using a guide in other metroidvanias. and too many times did the game seem to have zero direction whatsoever, resulting in the need of a guide to even know where to go. there were times in the game where i actually remembered certain areas that a new powerup could finally traverse, but traversal was basically a process of trial and error that i wasnt even bothered to TRY and look for the area that i can actually circumvent, because i didnt even know where to start when looking for them. each room mostly just feels like a collection of enemies with no real purpose to it, and i only ever got satisfaction out of finding new areas with powerups with the address disruptor, as those roadblocks actually stuck in my mind enough for me to go back.Īll of this just made backtracking and item progressing more frustrating than it shouldve been. i can remember specific rooms in SM (as well as other metroidvanias such as blasphemous) because of how distinct the layout and enemy designs are, and how getting through an area due to an upgrade I'd attained made it stick in my mind. thats because not only did those areas in SM have distinct looks and songs to them, but also distinct geography in how you traverse the area. i couldnt tell you what absu or zi looks like just by name the same way i can envision brinstar, maridia, or norfair by name. other than that i didnt find any area to be particularly memorable. the only areas that really stick out to me is edin, because its look and design is like nothing else in the game, and kur, mainly because of its insane and awesome music. whats bothersome is the fact that each area is only really distinguished by color swaps and music, which doesnt do enough to distinguish each area as its own place in the world, which i think is a little too faithful to metroid on nes. ![]() this game is designed to (at least in some respects) look like an nes game. What i cant get over is how i dont believe it to be necesarily well designed from a metroidvania perspective. i also enjoyed the character interactions between chase, elsanova, and ophelia, as they were frequently well written and charismatic, it made me wish more parts of the game were made up of those interactions. i found the soundtrack to really suck you into the game, and powerups like the address disruptor were really unique and interesting, and made combat consistently interesting in spite of the unintuitive controls and uninteresting enemy designs. I just beat axiom verge and i'll say it was an overall enjoyable experience.
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