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jegmarqu's Super Metroid (SNES)
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[February 9, 2007 06:02:06 PM]
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Game Log #4 Session 2
In my second game logging session, I chose focus more on the gameplay of Super Metroid and level design aspects of Zebes, specifically Brinstar and Crateria. One of the important aspects of the gameplay, worthy of noting is the ease of replenishing health and ammo. Almost immediately after killing any enemy in the game, they leave either health or ammo power-ups if Samus is ever in need of them. This is important because while the game may seem easier, it is ultimately the enemies that cause massive amounts of damage and the boss fights that are challenging. The journey and exploration aspects of the game are just hindered by enemies in process of getting to these more important foes in the game. There is also an emphasis on actually controlling Samus. The game seems to have various ledges that a prominent in basic platformers. However, in Super Metroid, Samus is given a pretty high amount of jumping ability that causes it to be somewhat difficult to target jumps and gain access to specific spaces in the game. Similarly, the jump combined with having to shoot enemies makes it pretty difficult when trying to attack enemies that are in the way. On that note, enemies in the area tend to return after Samus has left and come back, another aspect which could potentially make the game more challenging. After gaining the “bomb” attack, I was able to access many parts of the area. The level design is meant to limit access to certain areas by blocking them with walls or doors that can only be opened by specific weapons. Furthermore, areas of access can also be limited by the height or length of Samus’s jump. This sets the groundwork for the rewards system found in Super Metroid and is prominent throughout the levels in Zebes.
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[February 9, 2007 05:42:03 PM]
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Game Log #4 Session 1
For this forth installment of my game logging sessions, I chose to play Super Metroid for the Super Nintendo. This game is one my all-time favorite games because it has one of the best reward systems, level designs, and boss fights. However, Super Metroid’s reward system owes much of its due to the original Zelda series. With that said, after the introductory battle sequence with one of the last bosses of Super Metroid, you explore your way through the Planet of Zebes. In order to gain access to specific areas on the planet, Samus must obtain various power-ups, abilities and weapons that open colored doors. The first of these rewards are the infamous morphing ball ability and missile powerup. One thing that surprised me, playing Super Metroid again, was how decontextualized the story was, in a way. Sure Samus is a bounty hunter in search for a stolen metroid larva, but during gameplay, none of that matters and the game is not dependent on the narrative arc of the story. The only actual character that has space for development is Samus, who only develops as a “body” because of the various power-ups and abilities the player can gain. One a player is immersed in the gameplay, it becomes easy to forget the primary objective of the game, to find the larva. Part of this is probably due to the ambiguous introduction to the character of Samus and her mission objective.
This entry has been edited 1 time. It was last edited on Feb 9th, 2007 at 19:10:10.
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jegmarqu's Super Metroid (SNES)
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Current Status: Finished playing
GameLog started on: Friday 9 February, 2007
GameLog closed on: Friday 23 February, 2007 |
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