Something even more minor is in 2d Metroid games pick ups usually have bigger pick up ranges to make situations where the hp/missle that spawn too far or above a hazard are still possible to pick up most of the time. It feels weak during the initial shot sound effect and in hit/explosion. Shrug.Īnd just like in SR, I find missle lacking the feel of oomph. It’s the same feeling I got playing Samus Returns on the 3ds. Something about Samus’s jump doesn’t feel right visually, it could just be me and the fact I am I am so used to other metroids, I can’t really put it to words unfortunately. ( The sprite itself is amazing still and beautifully animated ) I think Samus’s run could be more determined/powerful like some other comment suggested. I don’t know if you guys are looking for feedback so I apologize in advance if this is not welcome. There is so much done right that I can go on and on. The visuals are stunning and might be one of the bests I have seen for a pixel/sprite 2d game. I merely saw a random screenshot on Metroid subreddit and I was instantly captivated. I never really make accounts and interact or write about my experiences but this is so well done that I feel like doing it. Artifact temple totems lighting up from proximity was also very good. the water splashing from footsteps and power beam shots, the sandstorm, and wind effecting jump arcs feel great. loved how it lit up dark areas.Įnvironmental effects were a nice touch. I would prefer left click for scan and right click for returning to combat visor but it’s a nitpick. Will there be beam combos or could we use the scroll wheel and/or the number keys for selecting alt fire options? Right click for a missile is nice and quick but I’m curious about how it’ll work when Samus’ arsenal increases. The level of polish on this project went a long way and if you can keep it up I think this will be one of the greats in the series. I realize how minor these are (they’re more like nitpicks than anything) but I think that speaks for the quality of the demo. Her running looks a little bit stiff in motion I feel. Samus’ running animation looks good but I think her non armcannon arm should swing back a bit further. The current fanfare works well for small expansions but for your first time picking up the missiles I think a more bombastic fanfare is appropriate. My two biggest complaints are that the item pickup fanfare sounds a bit anticlimactic and Samus’ running animation. Barbed wasps and Ram wasps only being one-time encounters always disappointed me in Prime 1 so I hope to see them more frequently in this. I’m curious if you have any plans for the war wasp varieties to appear more frequently in the game. The boss fight might’ve gone on a bit too long (maybe tone down the final war wasp phase) but the variety of attacks that the boss has and the entire second phase (especially choosing between allowing the war wasp hive to drop for higher risk/reward) made that boss extremely memorable. Prime’s bosses were easily the weakest part of the game and already you’ve addressed it. This was the high point of the demo for me. Curious about any plans for controller support in the future. I prefer Metroid games on controller but mouse aiming was quick to learn and intuitive. Tankier than AM2R and the GBA games but lighter than Super. It’s also the early game and classic Prime 1 was very linear in the early game as well. The demo was very linear and I hope to see the areas open up a bit more but I realize this demo is mostly for us to get a feel for how the game controls. Map design is important in Metroid and it seems like you’re on the right track. I’m glad that it’s not a 1:1 remake and clearly making use of both the limitations and benefits of a 2D perspective compared to a 3D perspective. After running through the demo pretty quickly (about 22% completion) I’m very impressed with the game. Vertical retrace synchronization (vsync) is enabled.Ĭreated device context for OpenGL 4.6 (Compatibility Profile) Mesa 21.0.0Ġ009:fixme:imm:ImmReleaseContext (0000000000020048, 0000000002366170): stubĠ009:fixme:msctf:ThreadMgr_ActivateEx Unimplemented flags 0x4Ġ009:fixme:imm:ImeSetCompositionString PROBLEM: This only sets the wine level stringĠ009:fixme:imm:ImeSetCompositionString Reading string unimplementedĠ009:fixme:imm:NotifyIME NI_CLOSECANDIDATE Window created using SDL 2.0.14 for Microsoft Windows. Auxiliary slots: 2 (EFX v1.0).Ġ009:fixme:win:RegisterTouchWindow (0x20048 00000003): stubĠ009:fixme:wgl:X11DRV_wglChoosePixelFormatARB unused pfAttribFList Playback device: OpenAL Soft 1.1 ALSOFT 1.21.0 by OpenAL CommunityĪudio sources: 256. Initializing NMPhysics module using Chipmunk 7.0.3
0 Comments
Leave a Reply. |