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Metroid prime 4 joy cons
Metroid prime 4 joy cons










metroid prime 4 joy cons

metroid prime 4 joy cons

Most Metroid games don't allow players to really experiment with systems or advanced moves outside of two or so rooms (optional ones for the sake of getting the last few expansions in a game), and so interesting moments like trick shots in BotW or scaling the side of a building in Odyssey don't really happen in a Metroid game.

#Metroid prime 4 joy cons series#

And no game in the series pulls off that bait-n-switch (haha, puns) better than Super Metroid. Most Metroid games fake an "open" design with multiple branching passageways and "sequence breaking" secrets, but all in all the Metroid games follow a linear progression, it seems. The longer a standard run of a Metroid game is, the lower the usual replay likelihood it has. The replay value has been in getting better times and finding exploits to shave off frames here and there. They're usually short runs, and they reward speedrunning. Problem one, the length of Metroid games. Metroid games haven't really been known for any of these things. Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, and Super Smash Bros Ultimate are games that excel in all three categories, because of replay value / game length (length), the openness of design (breadth), and the complexity of said design (depth). I just realized three problems with making a Metroid game for the Switch:












Metroid prime 4 joy cons