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Originally Posted by TheGame
GKG, while Halo's level design may get repetitive, the fact that you go back through the level makes sense both to the story and to the reality of the situation. If you dig yourself into a hole, you have to dig your way out...
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And you do that in Metroid Prime too- quite a bit, actually.
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I don't want to turn this into a Halo vs Metriod thread... but what Halo has in it's single player that Metriod lacks is a story that drives me to play.
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Read Crash's response regarding this. Metroid's story is actually more complex than Halo's- you just have to read everything to know all the details.
Just because the game doesn't hold your hand thru the game with an obvious reason to continue, doesn't mean the story doesn't exist- you are a DETECTIVE in Metroid Prime, much like the traditional series, and that's what it's all about.
Perhaps you are looking for the wrong thing here.
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Great games almost always give you a reason to play from the gate. Compare the first level of Halo to the first "level" of Metriod Prime, no contest.
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There is no "first level" in Metroid Prime, the ENTIRE GAME runs from beginning to end with hardly any cutscene breaks (and no level loads).
Kind of unfair statement there. How about comparing The Maw to the entirety of Phazon Mines thru Ridley and Impact Crater?
Somehow an trying to kill an Index bot (no matter how annoying he was) wasn't as fullfilling as taking on 4 HUGE bosses, but that's just me...
-Official Ninja of EXP