oof, going back to games you couldn’t beat as a kid and then figuring out where you got stuck feels so good. not getting that dopamine must have sucked! usually game designers learn from their mistakes but it feels like the people who worked on metroid went with a “if it aint broke, dont fix it” mindset. only problem is, that shit IS broke!
I’ve heard the most recent games have some kind of radar, which is nice i guess? but feels like a bandaid over the real solution of designing the level to guide you where you need to go. at least have it give a hint! surely theyre capable of it! from super metroid, to fusion, to zero mission, to prime, they really just kept screwing that up for so long
oof, going back to games you couldn’t beat as a kid and then figuring out where you got stuck feels so good. not getting that dopamine must have sucked! usually game designers learn from their mistakes but it feels like the people who worked on metroid went with a “if it aint broke, dont fix it” mindset. only problem is, that shit IS broke!
I’ve heard the most recent games have some kind of radar, which is nice i guess? but feels like a bandaid over the real solution of designing the level to guide you where you need to go. at least have it give a hint! surely theyre capable of it! from super metroid, to fusion, to zero mission, to prime, they really just kept screwing that up for so long