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EVGA Longoria
Dec 25, 2005

Let's go exploring!

Mind over Matter posted:

Except for the god-awful default control scheme, but that can be changed at least.

The only thing I want from a Super Metroid remake is the original game with a modern control scheme.

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EVGA Longoria
Dec 25, 2005

Let's go exploring!

You could go a step farther and make the health bar a UI element that requires point investment. After all, you already have all of that information from the action on screen, so you don't NEED the health bar UI to know how much health you have, it's a convenience feature. It certainly wouldn't make it an unplayable game, but it would annoy a lot of players. HK even has distinct health dots instead of an indistinct health bar, so it's even easier numbers to track.

Obviously it's not exactly the same thing. You can do a lot more with distinctive designs to give people a sense of location vs counting hits and health pickups to keep a running tally. But there are plenty of people who can do that kind of thing, just like there are plenty of people that can navigate these environments without maps. At some point, it's a trade off decision.

Also, this becomes much less of an issue when the resource involved isn't as limited. Kingdom Hearts has "Scan" which shows enemy HP. Could easily be built into the system, but costs a few AP to equip it. But there's more than enough AP that the tax is a small one.

Broad vs deep is an interesting build choice, but making what's generally a core UI element require buying into with a noticeable chunk of your build, it tends to feel bad to a lot of players. The positive outcome is that players who can overcome the need for it feel a sense of accomplishment and get more power for it. Is that a worthwhile trade off?

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