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"y cant metroid crawl?" first time (Miiverse) players cry for help in Super Metroid

Toparaman

Banned
ycantmetroidcrawl.png


I couldn't help myself

Love it.
 

Eusis

Member
The worst thing about this is Nintendo's going to read all of it and you just know Sakamoto will jump on making el-casual My First Metroid if he ever gets off his ass and makes a new one :(

"With this new Metroid, we heard Miiverse feedback on Super quite clear, so we decided to do away with the whole labyrinth aspect and have just a single, flat path.
You start at the left and end on the right. There's no enemies, no frustrating blocks or even hills in the player's path - Anyone can play!"
I dunno, if you look deeper maybe many people end up figuring it out via Miiverse? Though there's multiple ways to aid the player that don't require falling back on super linear design like they'd been doing with Zelda and Metroid.
 

Blearth

Banned
Y'know I never really figured out how that section was unintuitive. You see the platform, jump on it, it goes down. From there before it goes back up, the user spindashes in order to get out of the funnel and proceed, but by doing that discovers that pushing in the up and down directions gives the user control over the platforms movements. I don't know I guess people just ran onto it instead of jumping on it?
When I was a kid I needed two players to get past it.

I didn't know you could hold down to make the barrel go lower.
 

Eusis

Member
After 7 pages, no one has answered Pauly question about how to crawl metroid.
Why the fuck would we help Paul in here? We'd reply on Miiverse.
These situations should not be difficult. You get a new item and just assume you won't need it?
It admittedly doesn't help some games really do load nigh-useless junk on you. Imagine SotN's hypothetical Miiverse!
 

Eusis

Member
Pretty sure you're thinking of Other M. While Fusion puts a dot on a blank space on the map indicating your goal, how to get there is left up to you and it's not just a hallway.
It IS more linear, but Other M pushes it to a level more akin to FFXIII, where you're left with an exhausted husk by the time you get actual freedom.
 

ec0ec0

Member
but... how is the "metrid crawl" thing even happening? I mean, in the worst case you first press down and you are like "what? why i am not a ball" then, after that, in stead of pressing down once you do it a lot of times and... there you have it. Some time later you may figure out that you only need to press down twice. why?...
 

MisterHero

Super Member
If there was some sort of purchasable key to unlock all the content in these games people wouldn't have to slog through them. Way to go Nintendo.

That's not how Navi talks. That's Fi. If you thought Navi was bad...*shudders*
If you think Fi is bad you haven't met Otis Washington!
 

Jobbs

Banned
It's clear that "kids these days" are accustomed to games presenting no challenge or adversity or mystery of any kind, and will explain to the user how to win, step by step, throughout.

The question is: Are these kids having a hard time with a game like Super Metroid (which, when I was 12, I didn't find especially challenging) because of their casual conditioning caused by modern game design, or are they this way because they wouldn't be gamers in the first place without modern game design making it possible?
 

Dizzy-4U

Member
Many gaffers got stuck in that casino stage in Sonic 3. I won't judge these kids, everyone has brain farts now and then.
 

NZNova

Member
Years of of mollycoddling has produced a generation that wants its hand held throughout the entire game. Not really that surprising.
 
I still think the "newbie bridge" is up there with the Sonic 3 barrel of bad game design in good games.

Hell, I grew up with this shit too, good games can have bad moments too.
 

Foffy

Banned
There's a difference between ask for help with some level/monster etc, and asking for help with a FUCKING TECHNIQUE that is explained in the manual (Press down twice to Morphing Ball, Press B to Dash) or reading it's description in game. Hell, you can do this shit even pressing around randomly some buttons

There's a world of difference between the fear/mystery of the Souls games and learning a basic mechanic for Metroid. Like you said, this stuff is explained in a manual.
 

Shahadan

Member
I hated the linearity of Fusion and that damn computer telling you exactly what to do all the time. It was very restrictive.

Having your goal and a few other things indicated to help you navigate is a good thing. It can be a pain for people going through the game in one sitting, but it's also designed to help you remembering what to do if you put the game aside for days/weeks and then come back to it.

Honestly we've all experienced games we're reluctant to play because we don't remember what we're supposed to do after some time. When you're designing a game you want more than a few people to finish it, otherwise it's a waste.

I agree that Fusion is linear though and that philosophy has been taken to the extreme in modern times, but it has its usefulness. Some people already familiar with Super Metroid missed the fusion system in the OT and I can understand that.
 

kunonabi

Member
Pretty sure you're thinking of Other M. While Fusion puts a dot on a blank space on the map indicating your goal, how to get there is left up to you and it's not just a hallway.

i just finished fusion and it was pretty linear and obvious. upgrades coming solely from bosses was pretty awful too. other m was actually an improvement despite still being pretty linear as well.
 
Yeah, for every one of us that might actually try to offer some aid and/or a friendly joke there'll be others being condescending and unhelpful. And honestly, when you think about it there's a lot in Super Metroid that you could easily not figure out without external aid, at least during the initial stages of the game. Hell, I expect I knew of that part thanks to getting Nintendo Power and reading it, not figuring it all out for myself.

And Demon's Souls/Dark Souls is essentially what this game is like now with Miiverse integration, get stuck and look through posts or request aid. Which is why I have a tinge of optimism it'll help see more hardcore design return, which will be ESPECIALLY great if from Nintendo after how handholding and safe they've been.

Unfortunately, a brief parusal of all Souls games discussion gets us a large body of posts complaining on the GODDAMN INTERNET that they weren't told IN-GAME exactly what to do, where such help or just straight-up information rested in large, elaborate, accurate wikis, faqs, and communities for the games on the very same GODDAMN INTERNET.

Most people go get info they need when they know its there. Others just are pissed off when they find out it's there and don't.
 

Teknoman

Member
The Sonic 3 barrel is a given for everyone. No visual indicator or even Tails trying to make it lower. Its like the only thing in the game that functions that way.
 
Many gaffers got stuck in that casino stage in Sonic 3. I won't judge these kids, everyone has brain farts now and then.

There is a difference between beginner traps like the run bridge and bad mechanics like the sonic 3 casino spinner. Earlier in the level you get introduced to the spinners as a thing you platform over and they bounce when you jump on them. The next time you see them it's when you're trapped and your history has told you "I jump on these things to make them go up and down". Also I don't think anywhere else in Sonic 1-3 do you ever have to hit the up button to do anything outside of pan the camera. Why would any player assuming hitting the up button would work when all it's ever done is pan the camera?
 

KevinCow

Banned
Parts that I got stuck on my first time:

The noob bridge.
Learning to shinespark.
Blowing up the Maridia tube.

And while the first one was just me not knowing there was a run button, I stand by the other two being the game's fault.

How is that stupid bird supposed to be conveying ducking? It runs and it jumps. There's no hint that you're supposed to duck.

And the Maridia tube is just dumb. The only ways to figure that out are through luck or by watching the attract mode stuff.
 

Linkhero1

Member
This is what happens when you feed a generation of gamers Call of Duties and NSMB with aid assisting tools. I made it halfway through Super Metroid when I was 10 years old. How does I Metroids?
 

Village

Member
This is what happens when you feed a generation of gamers Call of Duties and NSMB with aid assisting tools. I made it halfway through Super Metroid when I was 10 years old. How does I Metroids?

They grew up with different games. Its nothing really wrong with it.
 

RedSwirl

Junior Member
At least this this proves Virtual Console is actually exposing these games to new audiences and not just cashing in on nostalgia.

The Sonic 3 barrel is a given for everyone. No visual indicator or even Tails trying to make it lower. Its like the only thing in the game that functions that way.

See, back in 94 when I first got to this part I immediately knew what I was supposed to do, I just had a really hard time actually doing it.
 
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