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?

Por­ta­ble bat­ter­ing

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.

Clut­ter bug

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.

Is­sue 312

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