![]() Compare that to something like Environmental Station Alpha which is 50 times the size at 150mb and is very small by today's standards. Super Metroid did away with all of those partly because of an experienced dev team, and partly because it had to work on an SNES and take up as little space as possible since that cuts directly into profit margins* and it's fantastic for it. So, we get the warts: the dead ends with nothing and the long linear corridors whose sole purpose is to make it take longer to get from point A to point B. A very legitimate worry in today's market. They are afraid to cut unnecessary content for fear of their game being too short or being perceived as not a great value. Something modern indie games don't do very well because they are either small teams or one person, and they don't have to work within the limits of SNES hardware, so there is little incentive to make a room smaller or more concise. There is almost no dead space in the game at all. ![]() Whether it be a hidden collectible or the way forward. It's not just the organic connections that makes Super Metroid's level design so cool.Įvery single room has a purpose. Videos Images Articles Kickstarters Discussions Sales Dev Postsĭesktop/mobile headers/icon made by u/aam2rf Political discussions are highly unwelcome. (Links to Kickstarters or discounted games on Steam/GOG are okay). This includes trying to sell, showing intentions to sell, or asking for commercial links. Any form of commercial activity is strictly prohibited. We also encourage a general frequency of no more than one post per week. We encourage giving updates on your projects, but make sure the posts are of some significance. Self promotion is permitted, but be reasonable.Posts should be related to either the parent franchises, other Metroidvania games, or tangentially related games or topics. Submissions must be Metroidvania-related.Image posts and twitter posts temporarily disabled Top 10 Starter Metroidvanias - Check these out if you're new to the genre! ![]() The term, popularized by video game critic Jeremy Parish, is a portmanteau of Metroid and Castlevania. Metroidvania is a subgenre of video games focused on guided non-linearity and utility-gated exploration. ![]()
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