It’s not particularly ambitious in either terms of scope or design philosophy, but it’s a nice little hour-long romp. The graphics are (mostly) ripped from Super Metroid and manage look quite nice in context, while the general design shows a pretty good grasp of basic fundamentals for a freshman effort. I’m looking forward to whatever this guy puts out in the future.
b) Meta’s latest update for X-Fusion has made it reach the “Deltarune Tomorrow” status in my brain:
(There’s a preview video of the opening cutscene there.)
I should probably give Z-Factor a fair shake soon.
that’s like the closest thing I’ve seen to evidence that anyone working on this game is having any fun or interested in the project so I guess I’ll take it
i’ve seen some people comment on the psychic abilities saying something like “oh hey it’s the zeldo ultrahand”
but, rewatching the trailer myself, the abilities give me much more skyward sword vibes than TotK vibes based off use cases they showed (especially the bullet aiming which looks just like the flying beetle thing)
and then i realize once again with more certainty that this whole game is a warmed over concept from 2008
yeah most of what they showed really just seemed like they hadn’t figured out how to move things around with a player character’s actual hand. which sounds challenging, fair enough
earlier they had the whole zero suit samus thing but I woulda gone the other direction like million suit samus where she has to wear/enter increasingly huge and cumbersome claustrophobia-inducing mech suits to burrow further into an infected world, maybe she becomes a massive ship in the end escaping the exploding planet. I haven’t watched the new video (yet)
yeah this is one of those series where it’s not super clear why they kept making them
the first one was a huge success because there was a surprisingly big audience for a slow, easy, Zelda-esque FPS in 2002, and compared with other big first party single player GameCube games which were by and large not the reason to have a GameCube, it was really impressive they’d pulled it off at all. arguably nothing they have done with Metroid, prime or non, has been very interesting since
well, nu-doom was the most “inspired by Metroid Prime” game I can think of – it borrowed the maps, the traversal, the level scale and structure, and just made the actual combat more fast-paced and the levels somewhat more linear. actually a big part of why it worked outside of the combat arenas