Edge readers share their opinions; one wins a year’s PlayStation Plus
Not broken, please fix
Since the folks who made Metroid: Samus Returns apparently weren’t aware, I feel the need to let Edge and everybody else know: Super Metroid’s wall jump is the greatest powerup ever.
Some folks might reply, “That’s not a real powerup, you have it from the start!” But it’s not a powerup for Samus – it’s one for the player. The wall jump, which most players will find out about halfway through the game, can be wonderfully abused the second time you go through planet Zebes. Once you’re ‘equipped’ with the wall jump, it’s no longer only about playing Metroid, it’s about playing with Metroid.
But unlike bugs, hacks, or Action Replay, using this ‘eternal’ powerup doesn’t break the game. It only makes you feel like you’re breaking it. There’s a thin line being walked here, and Super Metroid does it magnificently. You might have thought you were getting away with murder by fighting Kraid before going down to Norfair, getting the Power Bombs before the Speed Booster, or the Spazer and Wave beams the first time you entered their vicinity. Alas, this was all part of the creators’ grand design. All you’re really doing is shaving minutes off your end time. Super Metroid lets you play as a god while still keeping you in a game.
While going through Samus Returns, I felt like I was merely doing what the game was expecting me to do. I felt little-to-no agency (the new counter-attack doesn’t help either, being such a ‘canned’ way of doing combat). I could occasionally bomb-jump to places I wasn’t supposed to go, but the designers were onto me and made sure such mischief wouldn’t be rewarded.
The sad thing is that this isn’t merely Metroid’s legacy, but pretty much that of all gaming. Developers have come to focus merely on what players initially go through, and make sure they all do the same thing so that experiences can be directed to their fullest potential. But the fullest potential is not only in the hands of the developers: it’s also in the hands of the players. Give them powerups to play with again. Robert August de Meijer
Designers obsess over a game’s power fantasy, and the clue’s in the title: we should believe that we’re capable of breaking the rules even if we actually aren’t. Balance and direction are important, certainly, but sometimes they come at the expense of fun.
The plunder stuff
A lot has been said about loot crates recently. As an annual Call Of Duty player, with over 240 hours on Black Ops III and nearly 100 hours on Modern Warfare Remastered, I think I’ve spent enough time getting killed by loot-crate weapons to have an opinion. Has it deterred me from playing or buying Call Of Duty yearly? No. Have I bought any loot crates over 300 hours of Call Of Duty? No. Do I think taking a stand and not purchasing the new game every year will see DLC guns disappear? Heck no. Just let this fact sink in: Activison Blizzard made over $3.6 billion from in-game content in 2016. $3.6 billion!
You may be wondering how I continue to play and buy Call Of Duty every year. I like it. The multiplayer is great fun, and as for DLC guns, not a single one has been better than the best gun that is unlockable from the game itself. It’s certainly exciting to get a loot-crate gun, yet I haven’t spent a single pound on loot crates. I play the game and use the in-game credits. You can either have fun with the game and buy or not buy loot crates, or you can find a different game that doesn’t aggravate you with loot crates.
I completely see the argument against them: that’s why I don’t pay for them. But as
“Developers make sure all players do the same thing so experiences can be directed”
for taking a stand, hoping they will lose sales and go ‘cosmetic only’? I can’t see that happening when they are making billions off it. Who can blame them, when there are people willing to buy them?
Many of the Call Of Duty YouTube community already accept there will be plenty of variants and weapons in all the future games, as do I. If you want to blame anybody in this loot-crate debacle, blame the people buying them. I can’t say much other than I’m past caring. My playtime says it all, really. I’m going to keep playing
Call Of Duty and enjoying myself, DLC weapons or otherwise. Charlie Ridgewell
Why do people want guns that don’t give them a power advantage? Is a weed-leaf weapon skin really that irresistible an allure?
When I read E311’ s ‘Trigger Happy’, I had a good giggle. It struck me with déjà vu; it reminded me of the feeling I got when I read a particular online article. Some dude was revealing the epiphany that you didn’t have to buy sandwiches, but that it was cheaper to make them at home (shocking!). Similarly, this ‘epiphany’ resulting from the disparity between the “civilian mobile gamers” and “serious gamers” is ridiculous. I’m personally a fan of playing indie games on Steam and a small collection of mobile games. Yes, there are some fairly horrendous so-called free-to-play games out there, but it doesn’t take much effort to find some really good-quality ‘zen’ games.
Most recently, the point-and-click adventure genre is having something of a particular revival on mobile, in the form of the likes of Detective Grimoire and The Frostrune, as well as remakes of Grim
Fandango, Broken Sword and Myst. And while you’re sure to find billions of clones of bubble shooters, there are also some really neat puzzle games; Monument Valley goes without saying, but also Klocki, Blendoku and Balance, as well as the Eyezmaze games.
In the last couple of years I’ve been going to EGX, and it really strikes me as odd how little mobile gaming there is there. But seriously, I do feel like people genuinely interested in gaming need to take a harder look in general at finding the mobile gems. They won’t be as immersive or expansive as the games we’re used to, but I think they may well leave people with at least a couple of experiences I’d like to see more of in ‘proper’ videogames. Eireni Moutoussi
As Puzzle & Dragons and Drop7 evangelists, we wholeheartedly agree. At least your new PS Plus subscription will allow you to focus your spending on the app store for a while.
About a year ago, Nintendo announced the Switch, and with it came both positive and negative thoughts. After the presentation in January, negative thoughts increased, and Nintendo shares fell. However, I praised the Switch for the fun and enjoyment it appeared it would bring. A year after the reveal, I am happy to say that my thoughts about Switch have not changed a bit. In fact, I am rather pleased with how successful it’s been.
Instead of it just being a system of ‘fun’, and indie and firstparty titles, we now have quality thirdparty games here or on the way. September’s Nintendo Direct showed this perfectly, with the announcement of Doom and Wolfenstein II on the console. We’re also getting LA Noire, and Skyrim. It turns out, then, that instead of Switch being a hive for excellent firstparty titles like Breath Of The Wild and Odyssey, games on the way ( Prime 4,
Kirby), and just being a good-old-family-fun console, it will also be my thirdparty hive, with more and more companies announcing Switch versions of their games.
So, in the first eight months of Switch being a thing, it is fair to say that Nintendo have done one hell of a job, and are genuinely trying to make it a heavy hitter now – at least attempting to compete with PS4 and Xbox One. With stock market shares around the highest they’ve been since the Wii days of 2008, Nintendo appears to be back in the game – which is really, really great to see. James Baldwin
Indeed, that rather pessimistic E303 cover seems an awfully long time ago. If there’s one lingering concern, it’s how Nintendo can possibly maintain this streak. We can’t wait to find out, mind you.
The movie industry doesn’t do it, nor the music industry, so why does the game industry? I am, of course, talking about the scheduling of games – an even spread of games throughout the year, not all pushed together in the last three months for the big Christmas push.
This year seems to be more sensible: a few big titles released in the summer months, and the regular flow of indies helps immensely in that respect. So why spoil things with three titles on the same day? Surely they all knew about each other’s release months before, yet they don’t have the wit to think, “How about we don’t all release on 27 October?” Daniel Chambers
There’s no secret cabal arranging release dates, but once Nintendo, Ubisoft and Bethesda announced their plans, perhaps they feared looking weak if they switched.
Dead man walking simulator
After reading Daniel Chambers’ heartrending comments in E311, I felt the need to say that I am older than he is and they’ll be prising the controller out of my old-man corpse fingers. Mark Woolaway
Well said, Mark. If we don’t have a decent SFIV setup in the nursing home, we’re writing the kids out of the will.