Comments on: The Anatomy of Metroid Fusion | 10 | Porno for PYR http://www.anatomyofgames.com/2015/05/19/the-anatomy-of-metroid-fusion-10-porno-for-pyr/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: Zycrow http://www.anatomyofgames.com/2015/05/19/the-anatomy-of-metroid-fusion-10-porno-for-pyr/#comment-3184 Fri, 22 May 2015 13:41:58 +0000 http://www.anatomyofgames.com/?p=12343#comment-3184 Nightmare for me is tied with the SA-X for “most stressful boss characters in a Metroid game.” Part of it is because of how difficult Nightmare was on that old, dark GBA screen – but I suppose I’ll talk more about that when we actually get to that battle.

]]>
By: DeeMer http://www.anatomyofgames.com/2015/05/19/the-anatomy-of-metroid-fusion-10-porno-for-pyr/#comment-3183 Thu, 21 May 2015 17:29:01 +0000 http://www.anatomyofgames.com/?p=12343#comment-3183 I wouldn’t quite call the blob/vines’ behavior change as “arbitrary.” It ties into the opening of the yellow gates, both mechanically: something has changed, go explore; and narrative-ly: the opening of the locked gates allows X to spread around more and manipulate things. I mean, yeah, it’s obviously gated content, but I think it works here.

]]>
By: Joe http://www.anatomyofgames.com/2015/05/19/the-anatomy-of-metroid-fusion-10-porno-for-pyr/#comment-3182 Thu, 21 May 2015 17:16:19 +0000 http://www.anatomyofgames.com/?p=12343#comment-3182 I think that what Metroid Fusion lacks by being more guided than Super Metroid–which makes sense, given the historical and platform context; young gamers in 2002 were not as keen on poking around and backtracking on a handheld as older gamers who cut their teeth on the older Metroid games were–it more than makes up for in mood. The SA-X is easily the best example of setting the mood: when it appears, a sense of dread falls over the player, and in scenes where you must run because it notices you, there’s real fear.

The Nightmare’s shadow is a great example that really affected me when I was playing the game for the first time. You’re just walking back to the Nav room when the screen shakes and this huge shadow is cast over the background. Once I realized what was going on, as I first played this on the original GBA and even in clear light, it wasn’t easy to pick up the first couple of times, I was scared as heck that the next door I opened would find me facing down a gigantic, fast, flying boss. I don’t think any other game does foreshadowing as well as this one did.

]]>