Late on an Ori topic? Super late, do I give a ****? Not really. So **** o....please leave in a pleasant manner if you're really bothered by a thread about a game that's half a year old or whatever.
Anyway believe it or not Champ actually does like video games, plenty I would argue, and a franchise I'm quite fond of happens to be Metroid, I fucking adore Metroid. Super Metroid and Metroid Prime are easily in my argument for greatest video game of all time (though I still love me some RE4), how much do I care for Metroid? Enough that I'll actually play a pinball game with that ip. FPS soccer? Eh not so much, but then again I dug Rocket League, so maybe?
Anyway which also means I like games that use Metroid's structure be it 2d or 3d. I like Metroid-like games (I'm not using that other word, Igarashi can kiss my Metroid loving ass) such asDark Souls, which is the shit, Shadow Complex? Dig that game. Cave Story and La Mulana? Pretty rad. But I do have my displeasures (naturally) with some of this stuff, it's because I feel that games that borrow Metroid's structure tend to understand it on a superficial level.
They get the large branching world, you go left to right, there is backtracking, there are power ups, but what ruins it for me is the constant thing where we think Metroid, good Metroid games were get this item, open this colored door be it red, green, or blue. At first glance there is a degree of truth there, but those that have gone deeper with Super Metroid, be it through speed run or just because you like sequence breaking, the level design is better than that. Super Metroid is more open than most people realize; there are a good chunk of scenarios in that game where a handful of different items can be used to cross over to the other side, as opposed to needing one specific one. Which is a trap most of the imitations fall into, one item, one solution.
Thus Super Metroid ultimately feels more organic, more like a natural game world, and less a sequence of motions you have to go through. When Metroid gets tedious: Metroid Prime 2 (great game, structurally sloppy) you feel the back tracking because you out right make the connection that now your time is just being wasted. It takes away from the setting, it feels artificial, it feels less organic. Metroid Prime 1 doesn't have issue (well aware some of you hate how it plays mechanically, but even some of you can accept that the level design is nothing short of excellent) because well it borrows heavily from Super Metroid. So a lot of the similar design principles show up, including a string of scenarios where it's not just one item that works well or the game feels artificial. And there are spider ball tracks on a level, it should feel gamey in comparison.
Which is why I think while Guacamelee has fun combat, the Metroid part is pretty lousy. Strider? Why was that even a Metroid-like game in the first place? Ah but then there is Ori and the Blind Forest, a game that doesn't quite capture the same level of sequence breaking but does a better job of using its upgrade path without compromising The Blind Forest as a setting.
Ori being more of a platformer, and less of an action game means that a lot of Ori's upgrades are about elevation, or being able to wall jump at different angles. So it's less opening doors, and more now you can reach a higher spot, you can do certain trick jumps you couldn't earlier, you have this bend ability that requires you to either use enemies or their projectiles as pseudo-platforms. And thanks to brilliant production value (I swear it's the best 2d game I've ever seen), and great audio work The Blind Forest is one of the better setting in a 2d game.
It's got atmosphere, it maintains its immersive feel because rarely do its mechanics feel artificial with its world design, and back tracking never feels like an ordeal it does in a game like say last year's Strider game, where you know you are just going through the motions to go open the purple door. And that stuff adds to a game like this, it's why Dark Souls game world is admired. The way those levels wrap in on themselves to sell a greater whole area is exactly what makes that game grand, and why some people argue Dark Souls 2 level design is more sloppy.
So if and when Nintendo finally makes another 2d Metroid game, this is a lot of the stuff I want. Don't give me the same items as usual, don't assume Metroid is opening the green door, the labyrinth that they create needs to be satisfying to play as, but also needs to stay an atmospheric and immersive setting. That's why Super Metroid is excellent today, 2 decades after releasing, and for that I truly appreciate Ori and the Blind Forest. It's the most I've enjoyed a game of this type since Shadow Complex, hell I probably like it more than Shadow Complex.
And since I have to system wars this up
What's your favorite flavor of ice cream?
What design tropes of Metroid-like games bother you?
What design tropes of Metroid-like games do you enjoy or find admirable?
And again SW material: Microsoft funded Ori, thus they make better Metroid games than Nintendo does at this point, what a travesty. Sony? The from software games they published are more straight forward worlds in comparison, where as the ones published by Namco are more like Metroid, so clearly Sony is bad at it. This is fact.
Oh and if you post the worlds "blog it", know that you are a klondike bar.
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