• 0 Posts
  • 12 Comments
Joined 2 years ago
cake
Cake day: June 14th, 2023

help-circle

  • No, it was inaccurate, even at the time. The Famicom was built to cost and and mainly used cheap off-the-shelf components that were already obsolete when the system first released in 1983. The NES released in North America the same year as the Commodore Amiga, a system that actually was cutting edge, and represented a big leap forward in what home computers could do graphically. By the time Mega Man released, the Amiga was on it’s second revision and other home computers were rapidly catching up to it’s capabilities.
    While Mega Man was one of the best games on the NES, it ran at the same resolution as every other game on the system, and was stuck working within the same limited color palette and low sprite limit that were more than five years behind the curve when it released.




  • Do they even need to replace him though? There’s a 25-year back catalog of recorded voice lines to recycle, and most of those consist of “Let’s-a-go” and “Yahoooo!” I think the most complex sentace I’ve ever heard Mario speak in game is “Thank-a-you so much for playing my game”. Combine that with AI voice recreation, and there’s literally no reason to ever hire a replacement. Just cut Martinet a big-ass check for perpetual use of his voice, and they’re golden.



  • I like it, but it’s not as good as the original Soul Reaver or Defiance.
    The biggest issue this game has is the save system. In the first game where you could save pretty much anywhere and just had to navigate back to the last area you were in after loading. In Soul Reaver 2 you can only save at preset points which can be few and far between. There are sections of the game that take multiple hours to complete on a first playthrough, where you don’t have access to a save point and quitting means losing your progress.
    The world design has also been downgraded somewhat IMO. The environments look much nicer and there’s a wider variety of them, but the world as a whole is much less interconnected. The first game was a pseudo metroidvania, where completing an area would unlock shortcuts and everything linked back to a central hub. Soul Reaver 2 is much more linear, and the parts where you do have to backtrack are more tedious as a result.



  • I’m the exact opposite. I love metroidvainas, and will usually tear through them in a few sittings.
    A well designed metroidvaina world acts like a single interconnected puzzle box, and unrevealing them is majorly addicting. I go out of my way to backtrack through previous areas whenever I can in order to get every item and find every secret. I very rarely get lost in these games and when I do, figuring out where to go next is usually a simple process of elimination. The real challenge / frustration tends to be figuring out where the last few secrets are hidden after already exploring the whole map map multiple times over.

    I absolutely hated Metriod Dread for how linear and hand-holdy is was, and was shocked to find that people actually enjoyed it. Outside of the combat, I had a terrible time with that game. I felt like I was fighting against the level design up until the last 15% or so when it finally opens up and becomes an actual Metroidvaina, albeit not a very good one due to the aggressively linear map structure. Personally, I want to see more games like Dark Souls and Hollow Knight, who’s worlds are so massive and convoluted that I can’t easily intuit exactly where to go and have huge areas that I managed to completely miss on my first play-through.