"Too wordy" isn't a valid criticism because... why? Because you say so? Get the fuck outta here.
Excuse me? Tone it down a little and learn to be civil.
Yes "too wordy" is the colloquial term for games that have text based narrative, which isn't s valid criticism by itself and depends on execution, hell there's an entire genre that revolves around "too wordy" games in terms of visual novels.
So what is the right balance of text narrative in more action oriented games? Ít's hard to say specifically but there has been not only a clear trend towards it's inclusion, no text narrative has been nearly completely phased out past the NES era. Compare how The Legend of Zelda and a Link to the Past start, what exactly makes them so different from Metroid and Fusion? And then what about Minish Cap that also included more narrative sprinkled throughout. Purists would say it defeats the purpose of playing videogames, because agency is taken away from the player and they're forced to scroll through the text while the narrative advances, and it's a valid claim but it's also foolish to deny the value of how text narrative helps with world building and allows for games to be structured around key plot points and arcs.
It's usually a fairly understated part of a Super Metroid's genius, but I consider it to be one of the greatest cinematic games ever made, that especially stands out among it's 2d sidescroller peers. While having no text other than the opening sentences and they're relatively far in between, the game is sprinkled with very intense cinematic moments that help drive the narrative and the tone of the game. From the opening fight against Ridley with the dead scientists and the self destruct escape plan, to more understated habitat elements like Crocomir's skeleton reemerging trying to kill you, how Draygon's kids take her charred body away, the animal helpers that teach you wall jumping and shine sparking, and of course the big ones pertaining the baby Metroid, from seeing it as you go past a duct in Maridia, to it's hostile appearance and later retreat and of course the game's climax. These cinematic elements also cuts player agency, albeit in a less violent way. It's one of my favorite aspects of Super Metroid and partly why I'm offended when people speak for "all Metroid fans" with what they want.
Fusion of course retains these type of cinematic aspects, which mainly involve SA-X set pieces, and while it obviously apes a lot from horror movies and Alien in particular, the execution is nothing short of genius. The controversial aspect is the inclusion of a longer opening sequence involving the infection and of course the 30 second intervals of text based narrative that appear every 10-20 minutes of gameplay. As I said in my previous post, their functional use is to acomodate handheld gaming by having shorter bursts of gameplay with clear defined beginning and end and serving as a guide to keep players from forgetting what they were supposed to do and helps drive the game forward at all times. Here we delve on what exploration is for the series and everybody will give it's own specific meaning, importance and necessity. I understand the difference between ever growing number of fork paths, in which the player is required to make a choice as to where to proceed based on nothing more than guessing and later having the player recall what he discovered and with ingenuity add up how power ups might help you overcome the obtuse barricades. I mentioned it as well on my other post, the original Metroid not only was a pioneer at this, to this day it's one of the most successful attempts at it. Super Metroid follows it up with probably the best designed level layout ever conceived in which it smartly circles you and points towards your next destination after acquiring new power ups to progress further in, and here it's where I'll agree 100% with the purists in that this approach to exploration in game form has an intrinsecal merit to it. This can be horribly executed, like when it comes to Igavanias, which I'm quite fond of, but the level lay out (and I'm not even talking about copy past hallways with skipable enemies) is extremely lacking and has to rely on warp points to make the experience of traversing the castle somewhat bearable. On the other side of the coin and this is where I'll probably butt heads with people is in that exploration can lower the amount of decision making while playing to it's advantage. Fusion does this in 2 ways, by having the short goals in makes it so each room has to be more densely packed and makes it more involving, you're required to find hidden nooks and crannies in order to progress towards your objective while at most times required to take alternate routes because of how the environment prevents you from progressing. Having a designated goal in your map but not being able to go through the logical direct way and instead tasks you to find a way to either circumvent the barricades, and sometimes in very long unorthodox ways, or finding the power up somewhere else that allows you to get past the obstacle is exploring, and Fusion pulls it off perfectly in a completely different manner than Super does. The other way it maintains exploration is by teasing different routes as you progress, in which you're not faced with dead ends that need to be remembered as you back track your way out, but instead has opens up your head as to how the game will continue to play out and how different objectives and different power ups will allow you to explore through the different areas. In short, I don't think back tracking and exploration are synonymous terms nor does it need to be present for one to explore the game world, leaving mysteries which are later solved while acquiring different tools to do so accounts for exploration, "go anywhere" is not the only way to explore and of course the Metroid series has never consisted of it like open world games.
So back to the narrative aspect and the intrusion, on top of consisting of optimized handheld play that lowers the barriers of entry for players (elitists will deny this is a good thing by arguing it dumbs down the games), they also serve an important aspect to build atmosphere and character development. Adam plays a key role in building up the space station for the player by giving mission briefings, foreshadowing threats and build up on the mystery intentions of the federation and the alliance with Samus in context of her past relationship with Adam. It builds up a lot things only possible through text that enhance the atmosphere, tone and pacing of the game, it's a lot more hands on approach, built with the specific vision of the director in mind. It's not high art, but it serves a specific purpose that it achieves perfectly. I believe the focus on heavy narrative is why people are so eager to find out what's the relationship with the Space Federation will be coming forwards and a reason why the game is filled with tons of memorable key sequences (and because it's the last cronological game).
I'll reiterate that Fusion would greatly benefit from a hypothetical rerelease that included harder difficulties and a bonus mode a la Julius mode that allows the game to be played more freely, it would require massive modifications due to all of the mentioned aspects above (for example, the auto destruct sequence would trigger after certain game time interval that requires you to rush towards it).
Hehehe, love how random the comparisons sound by Japanese developers.
Sequence breaks aren't really sequence breaks if the devs designed them for you.
I guess it's both a semantic aspect that creates a key difference but ultimately achieve the same purpose. Breaking the game is a meta game for the player that one ups developers by exploiting their own rules, while sequence skipping would be in the developers owns terms, but at the end of the day both are about playing around the traditional basic structure the game is built around and instead requires high skill and awareness to bend the game to the players. Dismeriting the work involved in creating a cohesive game that simultaneously works with the straightforward paths and the the expert sequence style is outstanding and should be celebrated.