4 August 2007, 1:49 AM
Rach Wrote:i really hated the part of being controlled by the game as where you're going and all, but it kept me thinking later and it makes pretty much sense:Well of course it makes sense, when you make a game where you want to guide the player through specific paths you make a way for it to make sense in the context of the game.
After all, you hire someone, and you gotta be his/her supervisor. You won't simply leave a killing machine do whatever he/she wants in your precious little lab (that gets a 'lil' boom in the end but oh well XP). She's done tons of missions that we don't even have a clear idea, and each misson sure has its profile. I'd like to see more games featuring her past missions and what was to work with those people and who were those people as well!
However, as soon as you change the game back to its original Metroid-ness by taking out the guidance feature, Adam becomes useless and just a wasted addition.
Here's a scenario, the game's story is exactly the same, except it has no Adam and no guidance at all. Everyone on the station is killed, the main computer is damaged, Samus is on her own, alone on this station which holds a lot of secrets. Samus finds out on her own that the SA-X exists, she then, on her own, investigates the X parasites and works out how to deal with them, going through section by section, discovering and creating her own paths, etc. Players would've felt free to explore the station and not be bugged at all by Adam trying to tell you what to do.
You've read it! You can't unread it!