February 2, 2011

Critically Analyzing Other M: Pixel Hunts (Gameplay)

Ugh. This game is kind of a train wreck of bad gameplay designs. It really confuses me, though. It's not like this game had bad developers coming into this. Sakamoto's been developing Metroid since Metroid became METROID. While I've never been terribly great at exploration, this one feels rather isolating, linear -- not like a Metroid. Maybe that bit was Team Ninja? Hm. I should really figure out who was responsible for what. Anyhow, figured I'd throw that bit in since this section is going to be a bit short.

Occasionally, you'll be enjoying a nice bit of adventuring through (albeit linear) corridors when you hit a cutscene. Then you'll be forced to switch to first person mode. Although it bugs me, that's not the primary problem I have with this. Then, you'll have to hunt and find an obscure bit of scenery that the game wants you to find and discover something about.

Don't get the wrong idea here. At the very least, they have the right idea-- "show, don't tell"-- but they just implement it really badly. Look, you don't get a whole lot of hint as to what you're looking for. Maybe I'm just not observant enough, totally possible. But the one time it sticks out in particular-- you get attacked by this huge purple lizard thing, (which worked out to be really annoying , but that's relatively minor I suppose...). Shortly afterwards, you find a dead GF soldier (I forget who, honestly). Then you get shoved into first-person mode for a pixel hunt. I scanned each of the GF soldiers standing around (all of which I've now forgotten except for Anthony). Then I looked around puzzled for a few moments, at the plains behind me that were green and yellow, not finding anything of interest. Then, having been fed up with pixel hunts by that point, popped open GameFAQs that helpfully told me I needed to look at a particular patch of green that happened to be goo and blended in with the rest of the environment.

I'd supply a screenshot if I could, but I can't find one. D: If someone finds one, I'd be much obliged if they would give me the link to it. :D

Anyways...they're rather frustrating as a method of moving the narrative along. Adding the scan visor and how   it outlined all scannable things (in addition to giving ANOTHER vehicle for plot and atmosphere development)  would have helped the process immensely. Or at least making it so that, as you hold down the B button to swivel your visor, it could lock on automatically to what you're looking for. Or, goddammit, they could just tell us what we're supposed to be looking for. >.<

So...hopefully you guys all made it through that mess alright. Tomorrow: more gameplay issues and story if I get that far! :D

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