Since dread is linear, what metroid game is the most open ended one? Obviously not counting the metroid NES cause that would be too easy
Also no sequence breaks
Since dread is linear, what metroid game is the most open ended one? Obviously not counting the metroid NES cause that would be too easy
Also no sequence breaks
frick metroid
play la mulana
fpbp
>goes to shake la-mulana's hand
>dabs instead
>it's good because it's hard
cringe shill
Frankly I would like the games more if they were linear.
Hate backtracking.
then just play a different game?
man, i dont like how much you have to shoot in cod. wish they'd focus more on melee combat
no? im not gonna play chivalry or mordhau. why would i?
Why the frick are you even playing Metroid then homosexual?
The only Metroid games with tedious backtracking are Metroid Prime 1&2. So he could just avoid those games and enjoy the rest.
Listen up homosexuals, I don't want to change good games that people enjoy.
I was just sharing my opinion on a Laotian basket weaving forum.
>since dread is linear
I said no sequence breaks moron. Learn to fricking read
cry more homosexual
tell me you are 40 years old without telling me you are 40 years old
sequence breaks aren't intentional non-linearity, dingus
Isn’t that why he specified that sequence breaks were to be excluded?
>whats a nonlinear Metroid game?
>no sequence breaks allowed!!
Wtf? What do you want?
>Look at me I made it to a hallway that drops into a giant area.
Congratulations??????
being linear isn't a problem, it just needs obfuscation that makes the central path challenging to uncover.
Probably Super and Prime. But the "freedom" doesn't make Prime better. In fact, Prime has the most backtracking and filler of any Metroid game.
This. The best Metroid game is linear. It's Metroid II on GB.
prime is shit
>no sequence breaks
>posts the game whose claim to fame is that space jump is accessible approximately 10 seconds after you finish the tutorial.
Only in the first NTSC release, they "fixed" it in the PAL, NTSC Player's Choice, and Wii versions like a bunch of cowards.
This is why I can't play Trilogy/Primehack.
In GC PAL you need to go to the door that leads to the chozo temple. Scan and lock on a target. Hold L and walk backward to the ship. Side dash and get the high jump upgrade
Dread can be made non linear if you want to with sequence breaking. The most open ended metroid on a normal playthrough is NEStroid, if you include sequence breaking prime 2 on GC is probably the most open ended game with how absurd some of the world breaking glitches are followed by super then prime 1 on GC
Echoes and Fusion are the best metroids.
>b-but muh non-linearity
Only speedrun trannies care about doing things out of order.
You're half right, echoes is indeed the best but alongside super. Fusion is horseshit
Fusion is based and atmospheric and challenging.
fusion is challenging? lmaoo
>its so fricking hard how the computer tells me exactly where to go all the time
atmosphere is good, but SAX isnt THAT interesting
>challenge only comes from exploring
Are you implying that the gameplay is challenging? cause then you're absolutely moronic, go back to the kotaku comment section
Yeah, Plant, Yakuza, and Ridley are pretty challenging
plant is not challenging at all. I struggled with him all the time as a kid, but once I replayed it I realized its incredibly easy
Exploring and experiencing the world in Samus Returns feels more like what a lot of people actually want in a true Metroidvania.
That or AMR2 would be OPs best bet. I am puzzled why this is not common knowledge.
To be a proper Metroidvania it must be non linear.
Without sequence breaking, they're all very linear. Every Prime game has a set order you need to get upgrades in, and the game will throw hints at you to push you in the right direction if you leave the option on. For the 2D games, It would probably end up being Super as that's the only one I can think of where you can just ignore certain upgrades.
I'm not sure whats the most open ended, but I know Prime 2 has the best atmosphere of any game ever.
>open ended
do you sniff glue regularly or is this a joke
?tag=12
figuring out how to rape all the bosses with shinesparks is fricking fun
Super with glitches
Original Metroid isn’t non-linear, its open world
I’m playing Samus Returns right now. It feels like exploring freely. It’s very good, I think deserves more praise. From what I’ve read it’s the closest to Super Metroid in terms of the exploration and non linear aspect. I’m finding it enjoyable.
From what I played of Dread it seems more like a linear but extremely polished experience.
All metroid games are linear without sequence breaks
explain how prime and super are linear.
>inb4 you cant go everywhere from the start
thats not linear, places being barred off without the proper items isnt linearity, because you still need to explore to find said items and then arent told exactly where to use them
Even Super is really linear if you don't sequence break anything. Knowledge of sequence breaks doesn't make a game nonlinear if you can't do them yourself.
You actually have to be able to pull off the advanced tech required for the sequence breaks for Super to really open up which you aren't going to be doing on your very first playthrough
how do you define linear?
Super Metroid has a pretty obvious "intended" order for things if you don't do walljump shenanigans or infinite bomb shenanigans. Similarly, Metroid Prime is way more linear than either of the games mentioned, but it has backtracking so people think it's nonlinear despite the fact the game is literally straight corridors connected to each other.
Also witjout sewuence breaking tech, SM locks you out of the rest of the game until you find high jump and ice beam. You climb red tower and loop back to your ship.
>Super Metroid has a pretty obvious "intended" order for things
> the game is literally straight corridors
and? neither of that is non linear in the context of the game.
Yes, individual rooms in Prime are linear corridors, but they are all connected in a large way, its not like every room has one entrance and one exit.
Super Metroid has intended order for bosses and a vague idea of when to get what items, but its not a checklist that you HAVE to follow point by point (like in fusion or other M)
I think its false to think the opposite of linear is "open world". Open world games are non-linear, sure, but not all non-linear games are open world. Super and Prime are non-linear in the sense that you are given no guidance, and everything is up to you to find, including backtracking, which to be fair is based as frick.
NEStroid IS the most open ended one
Metroid prime hunters
Unironically Metroid Prime Hunters
If sequence breaks don't count then literally only the first two games are not linear.
>Sequence Breaks are not considered as non-linearity
Shifting Goalposts much?