


I would probably like something less at war with itself, but whatever. I’d like to be the fly on the Zoom call for when they were trying to hammer out these ideas. On one hand they’re literally called “EMMI Zones” and Adam’s dialogue implies the EMMI were literally designed to function within them which creates a dizzyingly non-sensical set of implications, while on the other hand their visual motifs and such imply that they are little-Tourians, which creates the exact opposite set of implications (much more sensical ones, really). The EMMI Zones are another area where ideas are colliding in weird directions (in terms of lore). I would not want to be the designer worrying about balancing these needs. On one hand, this game is meant to be a sequel to Fusion narratively and Samus Returns mechanically, but on the other hand the game is acutely aware that for a large portion of its audience this may very well be their first Metroid game - so as a result of these disjoint goals we get a game that is on one hand very lore-dense, technically demanding, and high-concept (or rather, has a lot of design conceits), while on the other hand is rather exposition-heavy, has a lot of tutorializing, and has done a lot of railroading in the first area (probably in the service of demonstrating the game in miniature). The tensions inherent in the game’s design goals are already readily apparent.

There are a lot of obviously opposing design goals wrestling for the identity of this game, but it seems to be working for me even with those tensions at work. I regret to inform this forum that I quite like what I’ve played of this game so far (just got the Spider Manget).
