Showing posts with label Metroid. Show all posts
Showing posts with label Metroid. Show all posts

Thursday, January 26, 2012

Not Giving Up, Just Resting

Ack, out of the loop again with my posts. Lemme think something up.

Ahh, yes. Time away from a game.

It's a simple principal. When playing a game though the first time, one often comes up against obstacle that will puzzle the gamer on how to complete. The solution I often find useful is that if such a situation happens, to leave the game alone for a while, usually at least overnight, before returning to it.

Now at first this seems silly. Wouldn't removing yourself from the game cause you to lose the skill and precision that you had been developing over the course of this challenge?  Well, if you remove yourself from it for a very long time, like I did with Ratchet and Clank recently, then yes, it can. However, removing yourself from it a day, or even a week, probably won't really cause you to lose the general feel of the game.

This strategy works best on games that heavily use puzzle elements, as it's main result is a fresh take on a situation. One of the problems you may be facing is a poor strategy, one that maybe works in theory or maybe even in game-play, but is to slow or ineffective to solve the problem before, well, it solves you. By taking a fresh look, you may be able to notice a pattern that you hadn't before, a much easier one or faster one. This worked wonders on a Metroid:Fusion boss battle recently, and hopefully it helps with this next one...

Another thing to augment this is you may actually lose a tad bit of skill during your 24 hour prohibition of your challenge, which seems like a bad thing. But it can make you feel more like you're encountering the challenge for the first time, and allow you to see things that you didn't focus on the first time. In Legend of Zelda: Minish Cap, I would often focus on recently acquired items to try and solve puzzles, but the game does a great job of incorporating all of the acquired items into its puzzles. A break or two later, I discovered my issue and proceeded to have a blast finishing the game.

So, if a game is frustrating you to no end, take a break. Play something else. Come back to it later. You may find it was for the best.

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.