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The dev is right about Metroid bosses. Super Metroid is one of my favorite games, but the bosses are all pretty weak. Most of them involve just hitting their weak point went it's available and they're all very pattern heavy. Outside of a few all their arenas are just single screen boxes. They're not bad bosses, but just not very interesting. Now about the lack of health pickups is something I disagree about with the dev. I under his philosophy about not having them though. They rarely make sense narratively and can be tricky to balance around, but I feel the lack of them makes this game poorer for it. Lack of any way to heal other than specific points makes players constantly looking for those points rather than explore. Though the level design and placement of save points in this game is pretty well done. Still its a hard game to recommend to people that are super familiar with the genre and know what to look for since lack of other healing options makes the game so much more punishing than most new players would have the patience for.
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# ? Mar 20, 2016 23:51 |
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# ? May 4, 2024 21:33 |
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Saves in Metroid didn't heal you, so those farming points were the only way to regain lost health and ammo. Now these saves heal you, so they do the same exact thing as the farm points the dev doesn't like.
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# ? Mar 21, 2016 00:04 |
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I appreciate Mwyah being a meta piece of poo poo and using a distraction.
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# ? Mar 21, 2016 03:57 |
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Hitlers Gay Secret posted:Saves in Metroid didn't heal you, so those farming points were the only way to regain lost health and ammo. Now these saves heal you, so they do the same exact thing as the farm points the dev doesn't like. That's not exactly true. In Super Metroid, enemies only drop stuff you need and they do it pretty frequently. Things drop in boss battles as well. It helps smooth over mistakes and makes the game less about prefect platforming.
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# ? Mar 21, 2016 08:35 |
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That's kind of important in Super Metroid because the movement mechanics aren't built for precision in the way ESa's are.
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# ? Mar 21, 2016 08:46 |
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Yeah, but it would still make this game much more approachable. And honestly if I didn't have to constantly retry I probably would have continue to find all of it's secret stuff.
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# ? Mar 21, 2016 09:06 |
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Yeah, there are a lot of OHKO in these extra areas (as we saw in the spike maze) that kinda make it tedious to actually explore if you aren't looking at a guide warning you of upcoming trouble spots.
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# ? Mar 21, 2016 09:21 |
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death .cab for qt posted:I mean, if you only think of challenge in this game as punishment, I can agree with you. But I think the challenge in this game is more reward, and I don't know if it can specifically gate you to accessing these areas along the natural progression of powers due to it being newly-implemented postgame content. It compromises by tossing in an excuse or hazard that prevents you from trivializing it, and then gives you a fun area or boss to overcome with a slightly smaller toolbox. It's explorer versus achiever. The explorer wants to see the content that the challenge is gating, so taking away all the tools that would make the challenge easier is a kick in the junk. The achiever is just going to blow through the text at the end of the challenge anyways as they enjoy beating challenges, the harder the better. Can't make 'em both happy all the time. Burzmali fucked around with this message at 14:59 on Mar 21, 2016 |
# ? Mar 21, 2016 14:51 |
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Burzmali posted:It's explorer versus achiever. The explorer wants to see the content that the challenge is gating, so taking away all the tools that would make the challenge easier is a kick in the junk. The achiever is just going to blow through the text at the end of the challenge anyways as they enjoy beating challenges, the harder the better. Can't make 'em both happy all the time. Yeah, this is definitely one way to phrase it. Environment Station Alpha is not made with the kind of people who play "normal" Metroidvanias in mind, because the challenge scale is practically disjoint. Like, completing ESA at all is roughly similar in difficulty to low%-ing a 2D Metroid game. So if you aren't the type to enjoy a low% Metroid, then you may well find ESA to be offputtingly hard. Again, that doesn't mean that ESA is a bad game at all, but it does make the marketing rather difficult because in every other sense it appears to be a "normal" Metroidvania.
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# ? Mar 21, 2016 15:24 |
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TooMuchAbstraction posted:Yeah, this is definitely one way to phrase it. Environment Station Alpha is not made with the kind of people who play "normal" Metroidvanias in mind, because the challenge scale is practically disjoint. Like, completing ESA at all is roughly similar in difficulty to low%-ing a 2D Metroid game. So if you aren't the type to enjoy a low% Metroid, then you may well find ESA to be offputtingly hard. Again, that doesn't mean that ESA is a bad game at all, but it does make the marketing rather difficult because in every other sense it appears to be a "normal" Metroidvania. If we were judging the game at launch, I'd agree, there is a balance between the two. Plenty of lore for the explorer, plenty of challenge for the achiever, the opportunity to get upgrades early for the explorer to mitigate those challenges. The trouble is that the content since launch is almost entirely achiever focus (challenge modes, areas that are challenging without mitigating options, etc), so if I were an explorer I would be feeling a bit sore from the dev clearly favoring one side over the other in post game content.
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# ? Mar 21, 2016 16:38 |
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Hitlers Gay Secret posted:Saves in Metroid didn't heal you, so those farming points were the only way to regain lost health and ammo. Now these saves heal you, so they do the same exact thing as the farm points the dev doesn't like.
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# ? Mar 21, 2016 18:25 |
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NextTime000 posted:I feel like I would rather jump into a pod for a sec and get back to what I was doing than fight a room full of weak trash until my hp is full again Which is why all Metroid games after Super Metroid have had reasonably easy access to health/ammo-restoration points. And even Super Metroid had the occasional health or ammo station; they just weren't as liberally-placed as the savepoints were.
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# ? Mar 21, 2016 18:29 |
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#16: The Keys & the Password This is the first of probably 3 episodes involving the puzzle section of the game. Starts off with the translation work and moves into the gathering of those first steps forward.
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# ? Mar 24, 2016 19:13 |
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Smite posted:#16: The Keys & the Password I think I got the solution already, but I don't want to post it (even with tags) because I have a good feeling I'm 50/50 on being right or wrong, but the solution is likely very close to whatever conclusion I got.
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# ? Mar 24, 2016 23:57 |
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Seiren posted:Aside from the translation bit, because I am too lazy to do that myself, these puzzles actually look fun to solve. Eh, complete guess Numpad related? 5178, 588, or 548?
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# ? Mar 25, 2016 01:52 |
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Going by the chart posted by Ulvirich, I'm guessing BLF, maybe
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# ? Mar 25, 2016 12:32 |
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I think the shapes correspond to certain powerups
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# ? Mar 25, 2016 13:05 |
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I find it slightly amusing how you keep trying to use the grapple hook "bug" to get through one way floors. There's no need for momentum, all you need to do is stand on the floor, and press the grapple button, and it will let you through. It's easy to get to the music room this way, and this is also a way to sequence break and get to the "final boss" early (that's not really that final).
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# ? Mar 25, 2016 13:08 |
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I have a feeling that it's not really number related, but does correspond to 10, 5, and 7
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# ? Mar 25, 2016 13:11 |
We beat the game six updates ago. When does the ride end
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# ? Mar 25, 2016 15:32 |
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Gamerofthegame posted:We beat the game six updates ago. These three parts here took way longer the first time and without editing than they are getting represented here, with all that walking removed and with me getting the answer faster than originally. I think we are ultimately looking at 20~ episodes.
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# ? Mar 25, 2016 17:16 |
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I gotta say now that I've finally got time to watch the video that "This is not how usurping works" was an amazingly funny line in context
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# ? Mar 26, 2016 04:52 |
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MatteusTheCorrupt posted:I think the shapes correspond to certain powerups
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# ? Mar 27, 2016 06:45 |
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Me too. Not sure whether we're meant to turn them off, have them as the only ones on, or use them in some combination to avoid/nullify the laser. Is there a chart somewhere of the powerups and corresponding symbols? Also I love this puzzle stuff, it adds so much depth to the world. I can't say I'm much of a fan of the old substitution cyphers, but I appreciate their inclusion nonetheless. A metroidvania without this sort of thing just wouldn't feel right - come to think of it I've played one or two that lacked even so much as a "we'll drop you in here with no immediate indication on where to go next, and let you figure out how to use your powers to get to a new area", and it made the whole experience seem flat.
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# ? Mar 27, 2016 12:50 |
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Crazy Achmed posted:Also I love this puzzle stuff, it adds so much depth to the world. I can't say I'm much of a fan of the old substitution cyphers, but I appreciate their inclusion nonetheless. I always thought SotN's "Wear...clock..." "...in...tower" was both clever and annoying as hell.
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# ? Mar 27, 2016 16:38 |
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#17: The Clock and the Signs The bulk of our tasks are revealed all at once in this episode. Smite fucked around with this message at 20:25 on Mar 29, 2016 |
# ? Mar 29, 2016 19:57 |
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Video's private
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# ? Mar 29, 2016 20:12 |
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Hitlers Gay Secret posted:Video's private Yeah give it 30m I'm fixing an error I noticed in the video right when I put it up
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# ? Mar 29, 2016 20:22 |
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When I saw those 14 blocks with one missing, and then saw how the clock works (and when Maddy said something, don't remember exactly what), I thought maybe if you had all your powers active except the 7th you'd get somewhere new from the clock room. Don't suppose you can try that just for posterity's sake? As for the location clues, I'm totally bad at this kind of stuff. I'd probably just use a guide for these puzzles.
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# ? Mar 29, 2016 20:26 |
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Smite posted:#17: The Clock and the Signs Fixed! Now it's up there. Zanzibar Ham posted:When I saw those 14 blocks with one missing, and then saw how the clock works (and when Maddy said something, don't remember exactly what), I thought maybe if you had all your powers active except the 7th you'd get somewhere new from the clock room. Don't suppose you can try that just for posterity's sake? Didn't think about that. Probably because I vaguely remember that the solution is tied to doing those signs. I don't believe the clock shows us any other information. We are moving in the correct direction by doing every sign now, even though I never actively double-checked the blocks room to confirm it. All of those signs need to be completed to proceed any further in this.
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# ? Mar 29, 2016 20:49 |
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Alright, guess it was just a red herring then... Now I'm just wondering if it an intentional one or not.
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# ? Mar 29, 2016 20:53 |
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I'm pretty sure any combination other than bike + one power-up results in instadeath room.
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# ? Mar 29, 2016 23:21 |
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My approach to this LP was to try and wait long enough that I'd be mostly hazy with it since I've cleared it all before but it is supposed to have some sort of exploration element to it. That part of the game, the part I was vaguely familiar with, is over now. At this point with all of these puzzles and riddles, I barely did anything first time round with a big group solving things so I am genuinely lost. Madithen is on the side with a guide open to give me hints when I am well and truly stuck. With some (hopefully invisible) editing, we are able to remove most of the HUGE pauses while we go through things, translate stuff or discuss where to go. Hopefully this clears up some confusion about my commentary and whether I am just pretending to be baffled or something, which is a complaint I've seen a few times now. I have the memory of a goldfish when it comes to puzzles; I have no idea where to go here most of the time. I do hit the mark on a lot more of these signs than I expected but there were a few that, without Madi, I would be meandering about for hours. On another note...I don't know if I can beat this boss rush. Holy poo poo it's hard Smite fucked around with this message at 00:43 on Mar 30, 2016 |
# ? Mar 29, 2016 23:34 |
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Teleporting mazes just slay me, so I was stuck in that maze for quite a long time the first time I stumbled into it.Smite posted:On another note...I don't know if I can beat this boss rush. Holy poo poo it's hard Oh hey, I just beat this today. Yeah, it's incredibly difficult and requires a lot of no-hit strategies to have enough health to make it through the whole thing. There is a reward for completing it, but I don't know if it's worth the effort.
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# ? Mar 30, 2016 01:29 |
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Can you edit the fonts to just translate poo poo for you? I remember doing that in Aquaria's background assets because gently caress if I'm gonna futz around with that poo poo.
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# ? Mar 30, 2016 07:09 |
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Man I was never expecting the game to go this far. From what I heard about it I was expecting a good and challenging metroidvania, Not Fez.
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# ? Mar 30, 2016 12:49 |
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See, now this part would be more appealing to me, except I wouldn't be able to stand the platforming and the boss fights to get to this point in the first place.
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# ? Mar 30, 2016 14:54 |
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100 HOGS AGREE posted:Can you edit the fonts to just translate poo poo for you? I remember doing that in Aquaria's background assets because gently caress if I'm gonna futz around with that poo poo. I don't think that's possible. I searched for something like that because I would use that. I'm not a fan of the translating. I think it was an acceptable idea the first few times but when we reached the clock it was exhausting to deal with and slowed down the solving. We just paused it and madi used the translations from a guide here. The teleport maze, which is something I would generally hate, has been made easier in the time since release with some directional hints and stuff in it that weren't there originally. I don't really have a problem with it now, we completely figure it out in 10-15 minutes time.
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# ? Mar 30, 2016 15:40 |
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I think la Mulana did having a cipher the best. You have autotranslate software that can translate substitution ciphered notes, but you have to still learn a specific few of the glyphs forewarned in the clues so you can identify them in the background.
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# ? Mar 30, 2016 15:49 |
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# ? May 4, 2024 21:33 |
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The teleport maze didn't strike me as being that bad, specifically because it makes use of a variety of different "tunnel widths" and a given teleport has to use a matching width. So if there's a 1-high entrance you're looking for, you know to only look for 1-high exits. But yeah, the game should long since have given you an autotranslate powerup.
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# ? Mar 30, 2016 16:16 |