PixyJunket
Member
I'm not following this, I consider Zero Mission to be on par with Super Metroid, maybe even better in some regards.Its not just fusion, zero mission is also chalk full of the design decisions that other m put on steroids.
They even put in a few alternate paths to try and make up for the change in design... But they just feel depressing and empty compared to actual sequence breaking. Hard locks just dont do it.
On the bright side theres almost no dialog.
Other m isnt some surprise out of left field, at least not design wise, it is the direct and disasterous result of obvious and overt changes in design carried over from the previous entries, fusion and zero mission.
Now I'm thinking strictly gameplay and non-linear design, so maybe you're on a different path.
But with what I'm looking at Zero Mission is masterful, but it DOES trick you right out of the gate. It does hold your hand a little bit, but as opposed to Fusion where the ONLY thing you can do is be forcefully and hatefully dragged by that hand, Zero Mission literally has deliberate hidden ways around every single item and path in the game, save for a small number of basics. It's been a while, but I think you can beat the game with one missile pack, the bombs and one other item that's escaping my memory.