You failed to mention Maian SOS [start with half your health and are immediately forced to waste almost all your ammo just getting out of the starting room] or Aztec [start in a tiny alcove with a handgun against three guys with grenades and assault rifles]. The Goldeneye engine gave us two of the most hatefully designed, unbalanced and unfair secret missions ever.WhiteFangofWar said:Goldeneye's Bunker 2 and Archives missions comes to mind, but it's forgivable since you gain a pistol almost immediatley both times. Perfect Dark not so much- taking on 2 Skedar guards with a knife in mission 8 is a fast way to die.
Kingdom hearts 1, I thought it was fine. I mean yes, I swore a LOT at the time. But the story called for it, and what a story, so I just let it slide. KH ftw.Gaderael said:Sometimes they're okay. Most times not though. If a key point to the story required it to happen to push the narrative, them I'm all for it. Usually, it's just like you said, a stall tactic, or just a way to tack on an extra hour to the play time.
That might be reason enough for me to avoid the game altogether...Gunn01 said:I as well think they are a lame game design tactic to try and add difficulty. They are annoying too while playing wolverine they took away the ability to heal and use your feral senses, it was kinda lame they had you running all around the facility with meeting the same chick over and over again trying to get your powers back.
Really? Very annoying? You have them for all of half an hour. If that.internutt said:Losing powers was very annoying in Metroid Prime.
Not to start a fight but the content of your post about Metroid suggests that you are complaining about people wanting progress instead of just playing the same game again... As in build on what the game is already known for instead of making stock powers in the game the basis and actually make it feel that the people that Samus works for know how to equip a soldier or that the designers at least know how to write a story that doesn't immediately call for making the character weak as a kitten.StevieWonderMk2 said:Really? Very annoying? You have them for all of half an hour. If that.internutt said:Losing powers was very annoying in Metroid Prime.
And it's a Metroid game, the entire point is that you start with nothing and build up (to the extent that I was mildly annoyed by the starting arsenal of Corruption (to my recollection: double jump, charge beam, morph ball, morph ball jump, morph ball bomb)
Zero Mission did it quite well, shifting to a stealth section (which is surprisngly good) before returning all your items AND THEN SOME resulting in carnage. Prime 2 also did it quite nicely, rather than losing your equipment Dark Samus tears it off you at the start and fuses it to the bosses that you fight throughout the game. Gives a nice reason for why you find your kit lying around.
Okami had a pretty decent power loss in a boss fight, you start with nothing and rapidly get your brush techs back, using them to kick some ass.
It's pretty much always a bad idea though, and rarely works. One of the golden rules in games is not to mess with what the player can do, feels incredibly artificial. I'm looking at you and your overheat attack Mr Saren. And Sudeki's final boss dropping slow-effects on you.
Prime was a progression. Parallel worlds in Echoes was a progression. Other M appears to be a heck of a progression. Removing the weapon spilling stops it being a Metroid game. Metroid (like most Nintendo games I guess) is about a very specific gameplay style that persists throughout the franchise. If I play Halo I expect the story to involve a bloke in green armour and weapons of mass destruction, if I play Metroid I expect item hunting.DeathWyrmNexus said:Not to start a fight but the content of your post about Metroid suggests that you are complaining about people wanting progress instead of just playing the same game again... As in build on what the game is already known for instead of making stock powers in the game the basis and actually make it feel that the people that Samus works for know how to equip a soldier or that the designers at least know how to write a story that doesn't immediately call for making the character weak as a kitten.StevieWonderMk2 said:Really? Very annoying? You have them for all of half an hour. If that.internutt said:Losing powers was very annoying in Metroid Prime.
And it's a Metroid game, the entire point is that you start with nothing and build up (to the extent that I was mildly annoyed by the starting arsenal of Corruption (to my recollection: double jump, charge beam, morph ball, morph ball jump, morph ball bomb)
Zero Mission did it quite well, shifting to a stealth section (which is surprisngly good) before returning all your items AND THEN SOME resulting in carnage. Prime 2 also did it quite nicely, rather than losing your equipment Dark Samus tears it off you at the start and fuses it to the bosses that you fight throughout the game. Gives a nice reason for why you find your kit lying around.
Okami had a pretty decent power loss in a boss fight, you start with nothing and rapidly get your brush techs back, using them to kick some ass.
It's pretty much always a bad idea though, and rarely works. One of the golden rules in games is not to mess with what the player can do, feels incredibly artificial. I'm looking at you and your overheat attack Mr Saren. And Sudeki's final boss dropping slow-effects on you.
Or I could be missing some secret point.![]()
*headdesk* Okay then, I see your point. It gives me a headache but I am far from one to judge since I played Dynasty Warriors 3 through 5... Then nabbed Warriors Orochi 1 and 2...StevieWonderMk2 said:Prime was a progression. Parallel worlds in Echoes was a progression. Other M appears to be a heck of a progression. Removing the weapon spilling stops it being a Metroid game. Metroid (like most Nintendo games I guess) is about a very specific gameplay style that persists throughout the franchise. If I play Halo I expect the story to involve a bloke in green armour and weapons of mass destruction, if I play Metroid I expect item hunting.DeathWyrmNexus said:Not to start a fight but the content of your post about Metroid suggests that you are complaining about people wanting progress instead of just playing the same game again... As in build on what the game is already known for instead of making stock powers in the game the basis and actually make it feel that the people that Samus works for know how to equip a soldier or that the designers at least know how to write a story that doesn't immediately call for making the character weak as a kitten.StevieWonderMk2 said:Really? Very annoying? You have them for all of half an hour. If that.internutt said:Losing powers was very annoying in Metroid Prime.
And it's a Metroid game, the entire point is that you start with nothing and build up (to the extent that I was mildly annoyed by the starting arsenal of Corruption (to my recollection: double jump, charge beam, morph ball, morph ball jump, morph ball bomb)
Zero Mission did it quite well, shifting to a stealth section (which is surprisngly good) before returning all your items AND THEN SOME resulting in carnage. Prime 2 also did it quite nicely, rather than losing your equipment Dark Samus tears it off you at the start and fuses it to the bosses that you fight throughout the game. Gives a nice reason for why you find your kit lying around.
Okami had a pretty decent power loss in a boss fight, you start with nothing and rapidly get your brush techs back, using them to kick some ass.
It's pretty much always a bad idea though, and rarely works. One of the golden rules in games is not to mess with what the player can do, feels incredibly artificial. I'm looking at you and your overheat attack Mr Saren. And Sudeki's final boss dropping slow-effects on you.
Or I could be missing some secret point.![]()
The Nintendo franchises have become so ingrained in one style that I pretty much think of them as a genre rather than a game. (Okami is VERY much a Zelda game, Vexx is a Mario game etc.) Taking the item hunting out of Metroid is like taking bullets out of an FPS.
This gives me an idea for another thread but I will leave it be for the moment.Ambitious Sloth said:I never liked the mechanic because it's a lame way to throw in puzzle or increase the difficulty of a game without actually changing anything. Usually it's for environmental puzzles or boss fights but there are two main reasons for it each with an obvious solution.
1) Your character can fly or is in some other way bypass most of the environment effortlessly.
Solution: Make a environment that requires them to use their abilities to the limits of their capabilities.
2) Your character is overpowered for the pending boss fight and there wouldn't be any sense of accomplishment for beat them as you are.
Solution: Make a harder boss, maybe by boosting it's power or redesigning how you beat it but don't make it so that a power or ability becomes useless for arbitrary reasons.
Bosses that pose a threat simply by virtue of a staggering amount of health are not well designed since the tactic is always to take your strongest weapon or move and use it against them. Another style is to have a process that you repeat which can be fun so long as the process isn't too long so that it becomes tedious or completely resettable by the boss itself. both ways require do refining to be done well in a game but it's better than introducing challenge through taking away the players abilities.