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Why Old-School Game Design is Timeless - Metroid Prime Commentary

Автор: Rush Hour

Загружено: 2025-01-23

Просмотров: 2095

Описание: Rush Hour | Metroid Prime Commentary

What is this video about? I'm not really sure. I played through Metroid Prime for the umpteenth time and wanted to talk about the various parts of game design I like and dislike.

This isn't a review or anything like that. It's more of a reflection on the Metroid series, and expectations for the future of both Metroid and video games in general. Metroid Prime wasn't something I played once and fell in love with; my appreciation grew over time, and that's a feeling that I don't really experience too often.

BEHIND THE SCENES:

This was a video that I almost didn't upload. I replayed Metroid Prime in preparation for recording a proper run, so I wouldn't look like an idiot constantly opening the map. I then recorded a cleaner run, and just planned on talking over the raw footage. What started as a list of talking points to reference during that commentary turned into a full-blown script. I lazily slapped some footage together because, from the beginning, I wasn't planning on making this a properly-edited video. I looked at the finished product and hated it.

So I went through the entire video and made significant edits, which also meant playing games like Thief 2 and Morrowind to capture footage. You don't see any footage of Prime 2 and Other M, or the gamecube version of Prime 1, because I didn't feel like playing through those games for footage. This wasn't supposed to be a big project.

Thanks for reading, and I hope you enjoy the rest of your day.

00:00 Appreciation is a gradual process
1:24 Difficulty matters... to an extent
3:42 Keep tutorials brief
5:07 Sequence breaking
6:23 A more organic tutorial
7:09 Serviceable combat is not bad combat
8:15 Backtracking done right
9:19 Movement in Hollow Knight
9:53 The hint system misses the point of Metroid
11:15 Samus does not need a backstory
15:27 The major issue with Metroid Prime 2
16:53 Platforming: smoothness over challenge
18:15 Linearity doesn't belong in Metroid
20:06 Tools and how they're used (Thief 2)
22:20 The problem with ports
28:02 Indie games are too expensive
28:49 Punishing mistakes - forgotten game design (Morrowind)
30:38 Speedrunning tricks
32:14 Bomb jumping - where it went wrong and right
34:02 Creating a strong soundtrack
35:33 Switching from exploration to combat
37:00 The artifact hunt
38:14 Other M doesn't understand Metroid's appeal
39:18 The (not so grand) finale
41:57 Play time vs quality
42:46 A lost art
43:53 Metroid Prime 4 concerns

♫ MUSIC
Martial Law - Final Fantasy VIII
Chaos Realm - Fantasian
Chozo Ruins - Metroid Prime
Ruins - Brandish: The Dark Revenant
Resonating Hearts - Fantasian
Lava Caves - Metroid Prime
Ice Valley - Metroid Prime
Afternoon in Crossbell - Trails From Zero
Cave - Brandish: The Dark Revenant
Under Her Control - Final Fantasy VIII
Jailed - Final Fantasy VIII
Crashed Ship Frigate Orpheon - Metroid Prime
The Salikawood - Final Fantasy XII
City Ruins - King's Field IV
Mansion of Howling Winds - King's Field IV

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Why Old-School Game Design is Timeless - Metroid Prime Commentary

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