I'm not following this, I consider Zero Mission to be on par with Super Metroid, maybe even better in some regards.
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.
Zero Mission literally has deliberate hidden ways around every single item and path in the game
yes, I directly addressed that in the last post... It was depressing to the point of almost being patronizing how far they missed the mark despite realizing that there is something there that was missing from fusion.
Metroid isn't really about non linear design. Metroid is about discovering a linear path, hidden in a non linear and persistent world. If you make the path to obvious, or force the player to stay on it, or rub the players face in it like a dog that pood the carpet, and youve screwed the pooch, and people will refer to your game as a 'backtracking' game. Go to far in the other direction though, and things become too loose, and lose impact. If it becomes too simple to advance, if all choices work, then they all become equally meaningless, again, you have screwed the pooch. Metroid style design is a very, very, very, very difficult balance to achieve, and one that can not be solved by throwing money at it. Its why the genre is untouched by AAA's.
In order to understand how far apart super and zero mission are, its necessary to go into their individual design motifs. Namely the concept of hard locks and soft locks. Metroid up to super/prime, were designed with the main focus on soft locks, with hard locks merely being interspersed occasionally as an enforcement. Metroids past that point, and all metroidvanias that attempt to emulate metroid, particularly indie productions, most only use hard locks.
Both locks are solutions to progression design. Its a two part design, the key, or the power up, and the obstacle created to test the players skill, critical thinking, and problem solving abilities utilizing the rules of the key.
A hard lock is basically a disguised key and locked door. Barely disguised, doesn't challenge the player at all. The classic metroid hard lock is the red missile door, and its cousin the missile block. The player has the key, the door opens. Missiles, super missiles, power bombs, morph ball bomb blocks, you get the idea. The morph ball is a better disguised hard lock.
A soft lock is something that fundamentally changes the rules/identity of the game, and uses those changes to control progress.
As you play a game, any game, you observe the rules of the game sub-consciously and begin forming a identity of the game in your mind. How fast do you move, how far can you jump, how high, how many shots does it take to defeat an enemy. Its this information you use innately to make split second judgments, you can tell that projectile is on a collision course with the character because of the consistant rules demonstrated by the game, you know when and where the impact will occur. Whether you choose to reverse directions to avoid the projectile, or continue advancing and jump over it, has to do with how you have internalized the rules of the game, as its mental identity in your mind.
A soft lock completely shakes that up, and has the player completely re-evaluate that identity, because it changes a fundamental rule.
Like, how High can I jump? Upon aquiring the high jump, the player is suddenly forced to re remember and rethink all the areas they have previously been too. Not simply remember that there was a door that they have the key to now, but a fundamental shift in how they think about where they can go and what they can do.
Hard lock are digital, yes or no. Soft locks are analog. A completely different way of thinking about progression.
Hard locks have one way that the lock can be implemented, it makes for repetitive mundane design, and results in people frequently uttering the word 'back tracking', because they aren't doing/thinking anything new, and are in the same old areas just going to a door, to use the key. Soft locks obstacles can have vast myriads of designs testing different skills. Now the player has to go and test how far, and how high they can jump, what range can I expect with a wall jump now? And a running jump? I bet I can barely reach that ledge now and nail a perfect wall jump and make it on top of that platform.
Soft locks are immensely powerful. They are also very very hard to design, and require a lot of trial and error testing, whereas hard locks are very simple and require little time. Soft locks are so powerful, they give so much control to the players agency, that the design team simply has no way of anticipating the things players would be able to do with them. This is why Super Metroid and Metroid Prime have such massive sequence breaking histories... None of it was actually planned, its a natural bi-product of a soft lock focused design. There is no way the directors intent can anticipate all the things the player can do with the power they are given, so players inevitably find various unique ways to overcome the directors intent, and break free of the path, the sequence. This is a very different thing than removing all player agency and instead having a missile block above a super missile door purposefully placed to speed run the game in a way completely pre-set, controlled and dictated by the directors intent.
Zero mission was patronizing in that way. The only power ups the player ever actually found on their own were completely worthless, missile and etanks, and the only other option they had was skipping the entire game through mundane work arounds. (Although I did rather enjoy how in depth zm got with its shine sparking play with slopes).
Here are some of the problems with modern metroid design, a little of fusion, and zm, and how they slowly but surely slid into other m.
1. Stagnant soft lock power ups. Classic Metroid (R&D1 tem) has not introduced a new soft lock mechanic since super. Every new mechanic that has been added, has only been used for hard locks.
2. The team has gotten too used to working with the soft lock mechanics established since super. While before super released the team couldnt have predicted all the things players would do with the power afforded them, after it released that was a very different story. he teams are very aquinted with exactly all the things the player can do with the soft lock power ups and obstacles, and can now effectively design obstacles that can only be completed via what the director has pre planned... Essentially turning them into hard locks.
3. GBA resolution. I am sure the fact that you could have far less on screen on the gba than from a similar scene on the snes had quite the impact on overall design of the title. Probably the easiest and most direct comparison is the kraid fight from zm and the kraid fight from sm. Those changes were made because of the differences in visible screen real estate, the rest of the game was designed with the same restrictions in mind. Getting used to working like that may have stuck around even after those limitations were lifted.
4. Slaving the game under the story. Fusion took away the player actually finding powerups, and instead simply gave the powerup to the player in a cutscene upon reaching a specified point in the map, a data room. The only thing the player was actually allowed to find, were the most depressing powerups to find, missile packs and etanks and the like. (Everybody remembers that sinking feeling they got in their gut, when, after discovering some secret path, and going through some crazy gauntlet, they approach the end and... Instead of a chozo statue are greeted with a lame missile pack... Of course, back then there was actually the possibility of finding a new power up, super had several fully designed powerups that players could be rewarded with via exploration, things like x ray scopes and morph ball jumps, optional beams and reserve tanks... All gone for fusion and zm... along with the extra mapspace housing them that added more optional world to more believably hide the path).
Uh... Anyways, Fusion also simply gave powerups to players after defeating bosses. This was done at the expense of engaging world design, and in service to the story. This is identical to what other M does.
ZM manages to escape the direct OM powerup allusion because its a remake of the original metroid, they HAVE to have chozo statues and powerups that are actually picked up by the player. But... It suffers from a design composed entirely of hard locks, and the 'non linear aspect' is merely blatantly obvious hard locks that allow the player to skip chunks of the path, now painfully broadcasted via neon blinking signs, to the point the player no longer discovers it because they are stapled to it.
But past that, ZM has a dark, dark seed, a blood and soul sacrifice to the Satan of Metroid.
Throughout the title, there actually ARE powerups to aquire that were not in the original game. Even though getting them was just as blatantly broadcasted as the rest of the game... but still, it was something new, it was nice. UNFORTUNATELY, upon aquiring them the player could not use them, because the story said so. Metroid is a game built off of design enabled by rule changing powerups, not story. So, after a certain point in the game, the story authorizes the player the use of the powerups they collected throughout the game. Unfortunately the game is over by that point, as the only thing the player has left to do, is go a few screens up and to the right to put the 'final boss' out of its misery. The player is expected to backtrack throughout the whole game (And yes backtrack is the correct word, as none of the world design was made with those powerups in mind, and they arent used at all throughout the games progression) All that there is for the player to do is the pointless act of backtracking to a barely disguised door, to use one of the authorized powerups to pick up a missile, or tank, absolutely depressing.
These seeds planted a nefarious demon. All these aspects that were eroding away at metroid, or even past that, were the direct anti thesis of metroid design were combined, and made into an in game character. The anti metroid entity, Satan. A typo during translation named it Adam.
This Demonic entity was directly responsible for the fact the player never explored in other m, or found any power ups in other m. The player went into the rooms this entity told them to go into, and only the rooms the entity told them to go into, as the entity locked all other paths the player may have taken to express any manner of agency.
This anti metroid entity never let the player find an actual power up, missile packs and energy tank fare were all the player was allowed to pick up. When the player made it to the room the entity told them to go, he authorized a power up, and then told them where to go to use it. The entity probably also projected invisible force fields to prevent the player from making simple jumps off of some ledges, because he had to make sure they knew he controlled EVERY thing. The player wasnt free of the tyranny until the entity died, which he clearly only did to spitefully ensure the player was denied the choice to go to sector 0 for the awesome finale. Unfortunately by that point... the game was over. THe player had to go BACK into the game after it was beaten, to pointlessly backtrack and pick up the last worthless missile and etank type powerups (sound familiar?) Apparently by this point the game must have become self aware, and realized how incredibly douchy it was being, and created an easter egg boss fight as an apology. 'Hey look at this! Its that boss from super metroid! remember when you used to actually do stuff on your own? That sure was swell!'.
Thanks to Satan, the horrible degregation of metroids design was so at last so bad EVERYONE could feel it. Unfortunately, the reverse halo effect created by the horrible forced story caused many confuse it with story issues, and not that Nintendo no longer has any clue how to design metroid, or why it became iconic in the first place.