They should give HAL a shot at the next Metroid. They certianly couldn't do worse than the last few. And they'd totally do a boss rush.
What good is a boss rush if the bosses are lame?
Anyone who thinks Samus' model looks 64 bit needs to adjust their binoculars. I wouldn't be dissapointed with a PS3 game that looked like Other M. A PS3 game as short as Other M, however, would leave me dissapointed.
I thought Ridley was pretty sweet. Like, exactly how a Ridley fight should be done in a 3D Metroid. None of that "go for the mouth/chestplate" crap. Ridley has always been about blasting away with your entire arsenal and hoping to the Chozo Spirits that you can avoid enough of his attacks to stay alive.
^Amen to that. IMO, I think they should kinda split up the series in terms of gameplay: some nonlinear like Super, some linear like Fusion/Corruption/Other M, and some in the middle like MZM. Also, they should most definitely contine the Prime series.
Yea, Prime is over and done with. It was good while it lasted.
Frankly, I think Metroid is one series they need to stop moving in "bold new directions". Other M isn't terrible but I've never played anything that felt less like a Metroid game. I really just want a 2.5D New Super Mario treatment. That would be perfect.
^Amen to that. IMO, I think they should kinda split up the series in terms of gameplay: some nonlinear like Super, some linear like Fusion/Corruption/Other M, and some in the middle like MZM. Also, they should most definitely contine the Prime series.
Zero Mission wasn't any less linear than Super Metroid was. It just didn't have many sequence breaks, and you can't expect the developers to plan for that.
I think it's very possible to argue that Super and Prime have a unique situation. After bombs in super you can choose a variety of paths, really. Most of them are from breaks, but still, they show you bombjumping and such in the demo videos. Mock ball is a trick in line with scan-dashing, just using the open physics to our advantage. And Prime's almost the same in that from the start you can open the game up and almost do what you want. The difference to both is that it wasn't intentionally made that way, and only the very beginning parts force you along a path before it opens up. MZM does the same up to the first chozo statue, and then you're open to do what you want, but only to a certain extent, and all of it's intentionally mimicking the style of play that has developed for super and prime. All I'm saying is SM and Prime are different from every other game in the series in design approach. They're different from one another too, but something about each approach is really open to the style of gameplay a sequence breaking board would be most focused on. The other six or whatever games in the series just don't have a style (physics or level design or something) that allows for much open exploration, instead they're straight-forward affairs. I think we expect a lot from Metroid that it wasn't ever really intended to live up to.