Monday 5 February, 2007
Minor spoilers (for FREE!):
I love the design of the storytelling. It's very subtle and unique to the environment. Storytelling is done through opening cut-scenes and scanning the elements of your environments. As one progresses more and more details called 'lore' are detailed and made clear. The game would be that of a progressive one and a little of emergence. The story while linear is embedded into four expansive environments to explore with thematic uniqueness to everyone of them. There is a formulaic way the game is progressed through: opening cut-scene for new environment, sub-boss, sub-boss, boss, more story. That is essentially what goes on throughout each level. Mind you it's not at all like Metroid Prime: Hunters for the DS (which, ahem, sucked.).
Enemies and bosses are sprawled everywhere in your environment. The entire game is about this polarity going on between Aether and the asteroid-induced Dark Aether. So while one explores the 'light' world there is a portal in which one can explore the 'dark' side of the very same environment. Except in the darkness is where the Ing inhabit and thrive. While battling the Ing the surviving (and entertaining) space pirate cohorts come on down randomly on the player. So in essence it's you vs. all of them (yay). Unlike traditional you vs. them the story is developed and it's not some random 'kill them all!' scenario without reason to.
Again, this is not my first time playing through this title. I love this series and am enjoying myself re-immersing in it. From early morning play to in between class chaos.
|
1 |
Good log, though if possible I'd like to see a little more detail on specific game elements and how you you felt they effected the experience, also ideas on how you would have done things differently.
Sunday 11 February, 2007 by Jade
|