Saturday, December 31, 2011

Metroid and the Not So A-MAZE-ing Mirror


I get it now.

So, due to the 3DS Ambassador Program I played Kirby and the Amazing Mirror and Metroid Fuison in succession, though have not finished either, and now I understand two things. Why I didn’t like games with mazes in the past, and why those games are liked by so many. That many now includes myself.

So here’s the prologue. I didn’t like the Metriod series. After seeing a Let’s Play done by NintendoCapriSun (NCS) and subsequently having no idea what I was doing after trying in from my ambassador program, I didn’t think these games were going to be for me. Now, by no means did NCS do a bad job with his Let’s Play. But after seeing the entire game and then still having no idea what I was doing, I was a bit discouraged. I tried going around, I think I got an energy tank and a missile upgrade, maybe, but I wasn’t getting anywhere fast and decided to stop.

Next came Kirby and the Amazing Mirror. Now, before I get into this, let me say that contrary to these two posts, I really, really like the Kirby series. Seriously. It’s one of my favorite.  We just happen to be discussing some of my not-so-favorite titles. Here’s a quick rundown to show you what I mean.

Kirby Games in order of Favoriteness (1=Best)

1.      Kirby and the Crystal Shards

2.      Kirby Squeak Squad

3.      Kirby’s Epic Yarn

4.      Kirby Super Star Ultra

Now, those are just the ones I’ve beaten. Kirby Returns to Dreamland seems to feel like it’s going to go somewhere above 3, but I’m not quite sure yet. Amazing Mirror however…

Amazing Mirror didn’t really live up to my expectations. First I accidentally missed a tutorial level. I just went back and checked and no, it doesn’t really explain anything. So, back when I started the first time, I went into the little mirror and to my surprise I found myself in an expansive maze. After walking straight to the same boss twice, I found I was underwhelmed.

After giving it another go a few days ago and the today I decided on a different game to take me though my 4 hour ride home from family Christmas stuff. I chose Metroid Fusion.

And no joke, I had a Paragoomba Shift.

Today.

You see, Metroid Fusion is now my favorite Metroid game. More impressively than being my favorite of two, it got me to understand how a game with a maze layout should be designed. Let me explain.

As per usual for me, I’ll start my example with Mega Man. This kinda design is right up my alley. Using the smallest sections of the games in question that you can give a property to, in the case of Mega Man a Robot Master level, let’s see how the game gets you from point A to point B. In Mega Man it goes like this. “Here’s point A, point B is to the right. Go that way and you’ll get there.” In Kirby and the Amazing Mirror, it goes “Here’s point A. There are 8 point B’s out there. After you find one we’ll bring you back here” In Metriod it goes “Here’s point A. Beat the game.”

However in Metroid Fusion, the game gives you a very clear idea of what your doing. Like this “Here’s point A, here’s point B. There’s a bunch of stuff between point A and point B, but here’s a rough idea of it so you know what you’re doing. Oh and by the way, here’s why you’re going to point B.”

Strawman argument? Perhaps. But it’s how I feel. Now there’s certainly nothing wrong with the Mega Man example. In fact, in general I prefer that kind. However, that’s simply not how the Metroid series is designed, and I respect that. And I think the way Metriod Fusion presented it was the best I’ve seen so far.

Whatever the case, Metroid Fusion has restored my interest in the Metriod series. I’ll be trying out the 2nd and 3rd installments eventually, but now, I have a gigantic spider to blow up for robot parts.

I’ll show you the spoils some other time.

No comments:

Post a Comment