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Rootay — Metroid Revolution: Art Map

Published: 2011-04-12 16:17:46 +0000 UTC; Views: 4547; Favourites: 61; Downloads: 101
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Description

Captive subject 'Samus Aran' has escaped the Galactic Federation Ship Nebulon. It is believed her private Star Ship, controlled by some unknown entity, has taken her to a nearby planet, previously colonised by the ancient race, The Chozo.
Research shows the planet was used as a training ground for the Chozo; it could be Samus is looking to gain back some abilities after being stripped of her power suit.
Former Federation member and friend Anthony Higgs is believed to have aided her escape from Nebulon. He is being treated as an accomplice, and therefore, dangerous.
We have sent out a scout ship to search for Samus near the Bormon Plains, armed with Super Missiles. We must not take any chances in letting her live outside of our study, lest our Metroid Research suffer from her revenge.
Adaptation of Power Suit technology to GF soldiers is underway.






Planet Fordun: A Chozo training planet, holding many ancient and familiar items.
- Fervare Forest: The landing point for Samus and Adam. This is where she will find the Missiles, concealed within an ancient Chozo hunting Machine. (music = [link] )
- Crystlar Summit: This mountain houses the invaluable Ice Beam, made stronger by the Crystal surroundings. Natural metal sediment creates a strong magnetic force. Crystal Chozo statues are watching...
- Bormon Plains: This unforgiving desert will be where the GF send a scout ship to search for you, housed with Super Missiles. The Speed Booster can be found here, if you can get out... (music = [link] )
- Chozo Ruins: This is where Samus can learn many secrets of the Chozo from The Library. This is also the entrance area to the mysterious Haunted Chasm.
- Haunted Chasm: Samus isn't even sure if she can enter this harrowing place, but she learns that this was once where a private sect of the Chozo ascended to a higher plain of existance...

Mysterious Planet Chunks: Large pieces left over from planetary explosions of SR3-88 and Zebes. Some power up items still remain, along with some old enemies...

GFS Nebulon: Once your trusted allies, the Federation now hold the secret to the disappearance of the Chozo and continue to threat the Universe with metroid experimentation. Here can be found the super-destructive Disrupter Beam and the ElectroMagnet suit.

Star Ship: Samus's ship from Metroid Fusion, still under control by Adam Malkovich. Adam acts as a hint provider and guide throughout the game. The ship allows travel between Fordun, the Planet Chunks and the GFS Ship.
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Comments: 65

Rootay In reply to ??? [2017-02-12 12:11:06 +0000 UTC]

Thanks man! Yeah, it might take a while, but Metroid will be back.

👍: 0 ⏩: 0

SnowHawk7 [2015-01-14 03:19:55 +0000 UTC]

Fascinating idea for a new Metroid game. I really like it. I've been dying to see what happened to Samus after Fusion. 

👍: 0 ⏩: 2

Rootay In reply to SnowHawk7 [2015-01-14 12:17:08 +0000 UTC]

If I ever had the time/effort/money/resources/studio I'd love to try and put forward an idea to Nintendo about this.  I think the next Metroid needs to be a 2.5 one, like New Super Mario Bros. or the latest Donkey Kong.  I think there's a great idea out there for Samus.

Thanks!

👍: 0 ⏩: 0

Rootay In reply to SnowHawk7 [2015-01-14 12:16:45 +0000 UTC]

If I ever had the time/effort/money/resources/studio I'd love to try and put forward an idea to Nintendo about this.  I think the next Metroid needs to be a 2.5 one, like New Super Mario Bros. or the latest Donkey Kong.  I think there's a great idea out there for Samus.

Thanks!

👍: 0 ⏩: 0

Afrobo [2013-05-11 04:06:59 +0000 UTC]

That's really cool that you included floating pieces of the planets that samus has escaped from! There needs to be a real game like that.

👍: 0 ⏩: 1

Rootay In reply to Afrobo [2013-05-11 13:53:37 +0000 UTC]

Thanks! Yeah, it'd be nice if a game like this were to exist, but it's all just fan stuff at the moment

👍: 0 ⏩: 1

Afrobo In reply to Rootay [2013-05-11 18:14:27 +0000 UTC]

I know what you mean

👍: 0 ⏩: 0

Hyl1anb0y [2011-04-30 00:52:16 +0000 UTC]

oh my gawd, wow

👍: 0 ⏩: 1

Rootay In reply to Hyl1anb0y [2011-04-30 00:53:17 +0000 UTC]

thank you!

👍: 0 ⏩: 1

Hyl1anb0y In reply to Rootay [2011-04-30 01:14:29 +0000 UTC]

yw

👍: 0 ⏩: 0

Potenzprotz [2011-04-28 12:59:58 +0000 UTC]

I'd totally play this!
Love the idea with the broken off parts of Zebes and SR-388. Hope no X parasites escape from the latter!

👍: 0 ⏩: 1

Rootay In reply to Potenzprotz [2011-04-28 23:56:10 +0000 UTC]

Hehe, thanks!

👍: 0 ⏩: 0

michaelgabrielr [2011-04-24 22:28:56 +0000 UTC]

What I like is variety and this map is very nice in this aspect.
I like how you did the planet chunks/fragments. Visiting previous areas (as long as the room layout is the consistent with the previous version) is amazing.

I have few suggestions (should this ever be made into a game):

Fervare Forest - since this is the beginning area, you can experiment with this one. Put necessary obstacles near the ship to teach the controls (nobody wants to sit through a boring tutorial). After beating the mandatory content, the player can travel into deeper (optional) parts of the woods, random-generated and progressively harder (with a bonus boss like Ultima Weapon in Final Fantasy VIII). Actually, you can make the "out of map" areas randomly generated, eliminating invisible walls entirely. Adam would warn Samus that she's getting off target in this case.

-Samus's Ship - enable flying between locations, excluding underground areas. This would remove unnecessary padding and would make backtracking easier. Can be further improved if Samus is able to call Adam to pick her up and fly to areas already visited (sufficient map data). The GF forces (or some other entity) might damage the ship in the beginning, forcing Adam to repair it for some time.

-Bormon Plains - wide open plains like in Shadow of the Colossus, with Speed Booster instead of a horse. An area perfect for Shinesparking and gaining an insane amount of speed as the distant background slowly scrolls with you. How about taking it even further and allow Samus to run up a cliff and back flip at the end? There can be lot of ambush predators hiding in the desert sand and maybe a giant flier turning the whole area into a boss arena.

-Crystlar Summit - If you ever will include an underwater part, never make the controls a crippled version of the normal ones, it never works. It annoys the players - there is a reason that it's one of the most hated level types. The one type of water level controls that actually worked that I know from the top of my head is from Fancy Pants Adventures, where the water not only didn't slow down the character, but allowed a fluid movement in a new environment. The Gravity Suit would then switch control types (running and swimming). The top of the mountain could have temporary snow platforms that would reappear (due to constant snowfall). Ice-based enemies could require missiles or charged shot to break/melt the shell.
Take advantage of height. Before the Ship is repaired, Crystal Summit can allow access to Fervare Forest tree tops and Bormon Plains plateau, which would be blocked by steep cliffs (though skilled wall jumpers might sequence break this).

-Chozo Ruins - A huge door blocks the progress. It can be unlocked through using Power Suit upgrades or by skillfully wall jumping, blasting away few crumbled bricks and bomb jumping inside (speedrunners). Samus is a walking tank at during this time, so putting damage sponge enemies would be a cheap move. What you should aim at are enemies that can mess with her (and the player's) mind, psychological horror like in Eternal Darkness: Sanity's Requiem or few tricks in the feel of Psycho Mantis from Metal Gear Solid. Missile Expansions that aren't really there, events not really happening, Power Suit expansion that would corrupt it, powerful enemies appearing from this air. Speaking of enemies, make sure that the player never really has the chance of fully seeing them (even the screenshots should be vague at best). Incomprehensible horrors is what I'm talking about. Place lots of warning signs - sounds characteristic to specific enemy type (you know it's there, but you dare not to look for it), GF soldiers following you into the ruins only to be killed in front of you, Adam (or the system) giving you warnings and sometimes overreacting on it. Of course, why forget about Samus's PTSD and having to face what she fears the most (as a trial of Chozo, like in Legend of Spyro: The Eternal Night). Keep the tension by giving few regen points, no air access and difficult to escape areas with enemies more powerful than Samus.

-Mysterious Planet Chunks - here's when it gets interesting. You'll have surviving X Parasites on SR3-88 and few Metroids on Zebes. What you'll do with them will result in a different ending or set of enemies to fight later on in the GF ship. Destroy the X and the GF will go for the Metroids. Destroy the later and the GF will desire the Parasites. Leave both or exterminate both for two other endings. Do I have to mention that Queen and surviving SA-X battle is a must here? For extra nostalgia, leave familiar areas, partially destroyed, but still recognizable. The players should take a screenshot of your game and be able to compare it to the previous games. Look at Super Metroid for an example of atmosphere in this context (though I must admit that I hated it when they changed the level layout). What if those Chozo statues from previous games where in fact deactivated/sleeping Torizos?

-GF Ship - Anthony is being held captive in one of the prison cells. It's your job to rescue him before he'll be executed. Let the Metroids survive and you'll face Cryotroids, entire strain invulnerableness to ice but weak to something else (maybe in a form of a puzzle boss/enemy?). Let the X alone and you'll encounter shape-shifting and SA-X like enemies with different abilities. Exterminate all and the GF will seek to turn you into a bio weapon. You can run wild with the end sequence here, but don't forget to include a self-destruct mechanism.

Above all, make the ability loss at the beginning and item placement believable. Examples: GF Power Suit malware (extra suspense during Chozo Ruins sequence), a museum, scientific display, parts storage, reactor/power supply (Ice Beam powering up ice-related level parts, as an example) ect.

Tell me what do you think of these ideas?

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Rootay In reply to michaelgabrielr [2011-04-25 22:10:45 +0000 UTC]

Wow, those are some great points, thanks very much!

Well, where do I start? I like the randomly-generated maps which go out-of-area. Perhaps this could be a sort of reference to the 'Secret Worlds' in the original Metroid? Something for the fans to find?
Fervare forest would indeed be the training ground where primary skills are learned. Nice thinking!

I had intended for Samus to use her ship between areas, and I also like the idea of the ship being broken for the first chapter of the game. I think the travel points would be Forest, Mountain, Plains, SR-388, Zebes and GF North and GF South.

Speed Booster for the plains could be a beautiful thing, running for the entirety of nearly the whole desert. And as you say, watching the distant background blur by would look fantastic!

I don't think I'd include a water area; instead the gravity suit would be used to traverse the gravity-less environments of the planet chunks and exterior of the GF ship. Maybe just ONE water area in the Chozo Ruins, perhaps? To make sure one had all the required power ups? I like the idea of falling off the mountain back onto the Forest, where Samus might find that her ship is repaired again?

With the Chozo Ruins, I had this idea that, once you had every power up in the game, a huge door would open, revealing the 'Haunted Chasm', an extra chapter to the game, akin to the extra areas after the Mega Man Battle Network games. The Chozo Ruins area would be a standard area that the player would go through during the game, but there would be a mysterious door that is locked throughout the game. I love the idea of using psychological tricks to strike fear into the player, giving them the sensation that they really are delving deep into the planet and into the proper training fields of the Chozo warriors!

For the planet chunks, I had indeed intended for their layouts to match that of their original incarnation, so fans of the past games would recognise areas that are now crumbled and old. Maybe some areas have fallen in and changed the layout slightly (which is maybe what they tried to do in Super Metroid?) Love the idea of the X and Metroids being present on either planet and the alternate ending suggestion! I think it'd add re-playability to the game.

I had intended Torizos to be a big part of the game, being the main boss for one of the three powerups found in each area. There could be crystal chozo statues on Crystlar Summit, and maybe a crystal torizo?

With the GF ship, I think its a great idea for the outcome to be different depending on what the player did on the planet chunks. Also, here would be two new power ups; the Electromagnet Suit and the Disrupter Beam!
The electromagnet suit would be able to traverse areas with a strong magnetic pull (one or two of these areas would be on Fordun, but most of them would be in the GF ship).
And the Disrupter Beam is an electric type and would replace the Plasma Beam; it can 'disrupt' robotic enemies on the GF ship and stun creatures. It can also restart broken machinery on the GF ship and power certain orbs on Fordun.

For the intro of the game, I'd have Samus in her zero suit from the beginning of the game, having been stripped of her power suit by the Federation for her 'crimes'. She would gain her Power Suit very early in the game.

What do you think? Thanks very much for your feedback!

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michaelgabrielr In reply to Rootay [2011-04-26 09:56:31 +0000 UTC]

That's great that you liked those ideas.

You want this game to be made. I say, let's do this already!

People do all kinds of collaboration projects over the Internet these days. I, for example, am privileged to work on the famous Project AM2R, aimed at remaking Metroid 2: Return of Samus. I have years of experience in design and development of video games, as well as creating pixel art (you can see it for yourself on my blog). Metroid: Revolution can become a reality. I have the knowledge, skills and tools to make this happen, if you wish so.

And it's not just me. Surely there are others that are eager to contribute graphics and music to this project. The credits supposed to be big anyways.

As for what you just wrote, "Secret Worlds" are a great idea. I like the idea of a very open world with lots of optional content (be it Chozo Ruins or other area). To be honest, even Zero Mission still felt too restrictive to me, that's why I proposed alternate routes and ability use to overcome obstacles, so that the player never feels stuck. Simply put, "use your mind" is way better than "walk all the way back to obtain power up". This will be crucial in the random-generated content, where Samus can get stuck (I've seen it happen in Zero Mission and Super Metroid playthroughs).

The ship landing zones, though I'm sure they work, might be too arbitrary here. IMO, calling down Samus's gunship would be far more interesting. I've read that something like this was already in Metroid Prime 3: Corruption. Think of the possibilities - readily available save point, makeshift platform and air strike support. Of course this would be balanced in the weapons, shields and fuel being limited and rechargeable as well as the ship only being accessible from air/space. This would prevent the players form being too careless and add extra strategy (Is it safe enough to use the ship? Will the enemies damage it and I won't be able to save/fly for a while? Should I save the gunship's weapons for later? etc). The ship repairs can be sped up with collected energy/missiles.

The water area can be included underneath that huge frozen lake surrounding Crystlar Summit. The ice can be broken either by missiles or falling in Morph Ball mode from the very top of the mountain. Then the players would find themselves inside a completely different area, taming with all kings of colorful marine life. I hated the water levels because of the controls (everyone did). It wasn't much of a swim, but a slow walk with a floaty jump physics. I would really like to see a proper swim mechanics in a Metroid game.

I agree about the Gravity Suit (Gravity Function?). Can you imagine Samus hopping between the "floor" and the "ceiling" of the space areas? The suit upgrade would allow the player to fall downward (like normally) and walk (instead of swimming) when on.

One mechanic that needs to go away is the boring (and weird) waiting for energy and missile packs to pop out of defeated foes. The enemies can easily turn into dust (a la Sands of Time trilogy) and be absorbed by the Power Suit. The player would be given the choice of converting this energy into missiles, health etc. This is what players like - more options, more things to customize, freedom to express themselves in their way of play. That's why Super Metroid beam system worked so well. Why not take it a step further and allow the mix of beams with missiles and bombs?

I personally liked the "focus" mechanic form Other M for recharging missiles (way better than waiting for energy and missiles). It would be nice to link it with some sort of a "sanity meter" (remember, the Power Suit requires a lot of concentration to maintain it). This meter would be affected by danger and fear (powerful enemies, falling from heights etc.) and would make it harder to focus, especially in the Chozo Ruins section with all the eldritch horrors lurking in the deep darkness....

Crystal Torizo? That would be awesome!

The Electromagnet Suit could be implemented in two ways. One would prevent Samus from being pushed away by the magnetic field traps and the other would be shielding from any interference that would deactivate or negatively affect the Power Suit. Whatever you'll come up with will be up to you.

Taking control of the machinery (like mechanical enemies) is very interesting (look at Oddworld for a working example). In this case, adding the possibility for the robots to move "out of range" would not only allow for extra strategy, but would help with the game's memory usage.

It would also be nice for the GF ship not to feel like the areas where made specially for Samus. This counts for rooms (areas being traversable by regular people) as well as for the powerups. The Disturpter Beam and Electromagnet suits can be held in Parts Storage area, a Tech Lab (to name a few), while the Screw Attack (being a Chozo artifact) can be on a display in a museum (in the habitation deck area, to make the ship more life-like) or rigorously studied by a group of scientists.

As for the Power Suit loss... I thought that the GF scientists where unable to remove it against Samus's will in Fusion. How come they can do it now, especially when she is escaping from them? Did she surrender it willingly? Maybe the GF only had to infect it with malware (they can upload missile schematics onto it, so why not) in order for Samus to lose her abilities? Maybe Samus starts in Fusion Suit and only needs to recover the mechanical components of the suit? Can the player switch from normal to Zero Suit at will?

I see great potential in this project.
Give it a try and let's make this happen!
You're welcome, I love to brainstorm like that.

👍: 0 ⏩: 1

Rootay In reply to michaelgabrielr [2011-04-26 19:37:22 +0000 UTC]

Ah, yes, I've seen AM2R on youtube, looks fantastic! Wow, it must be a privilege to work on that!
Well, the thing is, though I'm an animator, I haven't really the time to work properly on a project like this, not at the moment anyway, but it'd be a great work-in-progress. I mean, I'd love a game like this to have the 3D rendering like Other M but stay on a 2D plain, a lot like the upcoming Sonic Generations [link]

I have started to have a go at what the music might be for Fervare Forest, I might upload it to youtube once it's done. I'd like a couple of remixes and/or homages musically to older Metroid games throughout, like I'd love to have Torvus Bog used somewhere, or referenced within a theme.

Yeah, I feel the random generated content could work well, though I can't think of any games that I've played which has that, so I can't really formulate a proper opinion on it, but I'm sure it would work great! Zero Mission was far too much like Fusion, for me. It was very restricted. Though it DID give you the option to play Ridley first, giving oneself a tougher game to play!

I love the idea of using the ship as a make-shift platform! I think the option to call the ship anywhere on the surface might make the player think to try it anywhere, sometimes it might help, sometimes not. But I think if you can travel to *nearly* anywhere straight off, there should be an obstacle to stop the average player from straying too far, though speedrunners could overcome the obstacles once their gaming thumbs are warmed up!

Hmm, I think maybe a small water area could be present, but I wouldn't like to have an entire water section, I just think stepping out of the comfort zone could be beneficial for a change? Zero Mission had the right amount of water.
I really enjoyed Prime 3, because there were only....2 or 3 items that were recurring; the others were all new. The Nova Beam, Hazard suit, that weird energy grapple beam, I love that they tried new things. This is why I think the Gravity suit would be perfect in a new setting, we're still carrying on the traditional suit, but putting it to a different use. I got the idea when Samus used it in Other M to outrun the escaping air once the tunnel began to break. I specifically haven't included the Varia suit this time round, just to try something new, hence no lava areas. I'm nearly tempted to swap the Ice Beam for something else which could provide a similar job. Crystal Beam or something. Just to refresh things a bit.

I agree about power ups in Metroid games, though I was in two minds about the 'focus' energy regain in Other M. It was very frustrating during boss battles and only being able to regenerate a small amount of health, but then again the whole game was littered with save and regen stations (a negative point, I feel). I'm not sure I liked the idea that the Power Suit needs 'concentrating' to work; I think this has led to controversy over how the Suit is taken off and on. It seems she can remove the helmut separately to the rest of the suit, whereas in Other M she can materialise it out of nothing, and then in Fusion it's surgically stuck to her! I'm not sure how to start Samus off in this game, but she'd need to be held as a prisoner by the GF and have her powers removed somehow.

I like that the EM suit could allow her to walk along the floor where she might usually be pulled up, or be able to jump where she normally would be stuck to the ground. And I think being able to walk through electrified areas could be implemented.

Oddworld had a great gameplay mechanic of being able to control enemies! I was thinking more along the lines of simply being able to start and stop machines, but not necessarily control them completely; I think that would complicate things slightly.

I definitely agree about the GF ship. It'd need to look and feel as though it was being run by the Federation and didn't have Samus in mind. Love the idea of a research lab with the new power ups in, and the idea of a museum-esque area which houses the mighty Screw Attack. I was thinking if GF soldiers were being implanted with Chozo technology stolen from Samus (perhaps that's where her powers go?).

This is definitely a great little project to produce artwork for! I really appreciate your enthusiasm!

In my head of had an idea for some bosses:

In Fervare Forest, the first boss could be a Missile Statue, carrying on this idea from Metroid Prime with Hive Mecha. A missile pack could be scene atop a pillar, but then retracts into what looks like a concrete alcove, and the missiles are used against you via an ancient looking missile launcher. I think I'd use a remixed version of the music from the Hive Mecha battle, too.

Once acquiring the Speed Booster in the Plains, a GF scout ship will come down to hunt you with Super Missiles, and Samus must outrun and then chase the ship using the speedbooster, perhaps even Shine Spark INTO the ship to cause damage? And then once downed, Samus can gain the Super Missiles from the wrecked ship.

I think giant Chozo statues should house an important item, like the Wave Beam and Ice/Crystal Beam, but you take the item, and THEN fight the boss. Seen as this is a training planet, many areas are testing you with your abilities.

Although Plant bosses are starting to become arbitrary, I think one could be done well in the Forest somewhere.

Hope you like those ideas?

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michaelgabrielr In reply to Rootay [2011-04-26 22:50:41 +0000 UTC]

I'll try to be brief this time.
Thanks for the kind words and I'd love to hear your remixes.

Which is better? Non working 3D or a working 2D engine?
You don't need 3D to make your game good.
AM2R didn't need 3D and even the tech demo is already good.
I'm pretty much sure you don't need it either, since you liked the old Metroid games.
A game with bad mechanics still sucks, no matter how nice the graphics are.
Plus, 2D games are faster and easier to make.
Don't have time? I would love to work on this game.
You have time to write comments that long,
you said that you could spend hours making this game,
then I'm sure you're able to look at some screenshots and give feedback from time to time.

Try Spelunky and Nethack for random-generated levels.
Metroid's replaces linear levels with linear power ups.
Adding alternate way to deal with obstacles makes the game world more open.

Extra items are a welcome addition.
Balance it so that there's no need for losing them in the future.
Losing items became a cliche in Metroid.
Try something fresh.

"Focus" mechanic needs some fixing.
Just look at how AM2R improved wall jumping and compare it to Super Metroid.
From what I see, the Power Suit is controlled mentally and doesn't need non-stop focus. If missiles can be downloaded onto it (like in Fusion), so can malware/virus. If you can't remove it, corrupt it. That would be likely GF tactic, don't you think?

Implementing enemy possession is easier than you think it is.
The bosses sound nice. Don't limit the fights to single rooms, especially the one using Speed Booster. The Torizo might attack you after you get their items, but the GF forces (eg. robotic drones or ability enhanced Metroids) won't be so eager to hand over their toys.

One last words: pretty please?

👍: 0 ⏩: 1

Rootay In reply to michaelgabrielr [2011-04-27 12:06:30 +0000 UTC]

Well why not! I shouldn't be so scared to try things. Well, I have a number of other minor projects going on at the moment as well as my job, so I'll do odd bits here and there, like mock-screen shots and concept art. I'll have you know I made time to write that comment hehe

I think I just feel I don't have any real knowledge in making video games, though I've recently started to teach myself flash. But, lets go for it, lets see how far we can take this! It'll be grerat to have you on board, especially having worked on AM2R!

We should make a group or something, so we can both contribute art? I'm not sure how to do that, but I'll check it out when I get home, as I'm at work at the moment.

Oh, one last thing. I'm a bit of a traditionalist, so I think a boss should be in a boss room. Maybe a boss could be beat in stages, like the Imagio worm from Zero mission?

👍: 0 ⏩: 1

michaelgabrielr In reply to Rootay [2011-04-29 13:53:48 +0000 UTC]

So it's settled.
I know what it's like, because I'm in the same situation, but that won't stop me from having fun.

I've recently made a group myself. It's called "Legends of Zeranoth" and it's a place for collaboration and creation, so it's perfect for this project. After some cleaning up (it's a new group after all), it's good to go. [link]

It would be nice to be a reason behind a boss room eg. GF preforming an area lock down, Chozo trap, etc., but try to surprise the player from time to time. For example, why should the door open after the boss is destroyed? Why a door and not another obstacle blocks the exit? Is there an enemy that would be eager to pursue or stalk Samus?

Let's talk about other ideas via notes, because this comment section is getting overwhelmed. I hope to hear from you soon.

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carlosaandres In reply to michaelgabrielr [2017-02-12 02:06:39 +0000 UTC]

Hello Guys!
Amazing discussion U had there! I could see great ideas with
a fantastic potential. And as a game designer and Metroid fan,
I'd like to add a few notes:

When thinking about a game,
what are the most important things to consider?

The rules, of course!
Every game is made by them.
A tiny change on a rule might create
a completely different experience!
That's why making games can be so challenging and fun

And... on the case of a Metroid game, that's no joke.

We can always talk about the story, the environments,
the characters, but we should never, ever,
forget the true basis of a good design: a solid game mechanic.

One of the most common practices we see in metroidvania like titles,
is the amount of lock and key systems
that are created with commonly used game mechanics.

For example: adding different doors that only open
with certain kinds of beams... if you really consider the logic of it,
you can go on infinitely, adding new doors to be
opened and more items to open new paths.

This vicious cycle can go on forever and it gets boring pretty fast.

When talking about a specific new kind of mechanic,
usually we have to think about new ways of doing
stuff and interacting with everything else in the game.

A good example of that is the game Portal.

The simple idea of opening a connection from
a previously opened hole is simply brilliant,
and using the gravity factor plus the handling of
boxes makes the the level design possibilities absolutely fantastic!

Now for a truly NEW Metroid game,
we should start considering the foundation of this game:
its unique mechanics and how can we
change/create new actions for the player.

Let me show you what I mean:
Imagine the game Portal.
Now imagine Portal had never been released.
Now imagine a new First Person Metroid game.
Now imagine a Portal Beam.

Can you have a slightest idea of what could be possible with that?

Now, of course: Metroid has a strong identity as a series,
its mood, characters, story and last but not least, the sound design.

Thinking about all this starts to get
easy and much more fun when you have a solid,
simple, clear and powerful new game rule/mechanic.

As a player and fan of this amazing franchise, I feel a connection with Samus.
I wanna be her. I wanna feel what she feels. But specialy, I wanna play a good game.

The possibilities are endless:
- Samus' ship could be her "best friend" like TARS in Interstellar,
in the game the player could control the ship even to enter the
atmosphere of the planet, like a ship's control tutorial. No cut scene required
- Instead of trying to resurrect Adam every game, let's leave
him resting in peace while our ultra intelligent ship do the job of helping us
- Controlling the ship through the planet, opening path for
it to go even underground and also finding new gear/items for
it would be a good opportunity to thing about different
mechanics or interactions with the environment
- This could create some serious interesting puzzles
combined with the link between Samus and her ship,
the only one friend she had by her side in all of her missions!

Also, thinking of a new way of using a currently existing item is the key.
The Gravity Suit idea you guys had is a good one,
also the Desrupter Beam sounds very promising.

It's like the spider/boost ball addition in Prime:
it created new possibilities on the level design
without the necessity of thinking about a
narrative justification in the first place

But guys, this is just my humble opinion haha
I hope you like and consider the thoughts for future brainstormings!

See You Next Comment!

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shadowvaen [2011-04-17 01:19:59 +0000 UTC]

Haha. I've got a LOT of ideas just by looking at this!! I'm sure your story is going to be awesomeness.

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Rootay In reply to shadowvaen [2011-04-17 11:29:08 +0000 UTC]

Thanks very much! If I were a director I'd love to get some people on this!
I think it's about time they got out another 2D game. Hasn't been one since Zero Mission, 2004!!

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shadowvaen In reply to Rootay [2011-04-17 17:22:54 +0000 UTC]

I know!! That seems to be what the fans want, so Nintendo should give it to 'em.

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Specx13 [2011-04-15 18:39:20 +0000 UTC]

Ur missing a Phaaze chunk. XD LoL Would be pretty epic for a chunk of Phaaze to be floating around with inactive phazon in it.

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Rootay In reply to Specx13 [2011-04-16 00:19:55 +0000 UTC]

I did think about having a Phaaze chunk, but I quite liked the closure of the Prime series, and thought bringing back any phazon would just complicate the storyline. Nice idea, though!

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Specx13 In reply to Rootay [2011-04-16 18:48:44 +0000 UTC]

Ya it would complicate it a bit. Love the map!

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Rootay In reply to Specx13 [2011-04-16 21:38:25 +0000 UTC]

Thanks!

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zaceryspud02 [2011-04-14 16:39:04 +0000 UTC]

This has gotten my mind racing.

It's good to note that most metroid games have hot and cold areas and a forrest type area plus one water area. by your use of the word crystal has made me imagine completely different and interesting worlds or areas. Life can be interesting in this way.

I like alot of your ideas though the chozo area could be like a school/cathedral with liabraries and stuff but more darker or secret stuff the lower or deaper you get in revealing truths or even hidden metroids. After all the chozo developed them to protect them against the x parasite but it makes you wonder what else they have done. Are they as ethical as they seem? What about their ethics towards their methods of becoming "enlightend" or their method of teaching.

This makes me think of the good ole days of super metroid and metroid with the constraints of fusion (not a bad thing).

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Rootay In reply to zaceryspud02 [2011-04-14 19:58:31 +0000 UTC]

Yes, I like that idea. A library deep down in the planet. I had this idea that the planet was used as a training ground, so wherever Samus goes on the planet will be rigorous trials and experiments once used by the Chozo which she would have to defeat in order to get the power ups.
Yeah, I've deliberately not included either a fire area of the Varia suit in this game. Bormon Plains is kind of a desert area, though. And the mountain is crystal, which I think would give a whole new look on enemies and bosses.

Right, in my head, Samus's ship (Adam) would touch down in the forest. Samus starts off in her Zero suit (having been stripped of power suits by the GF), and Adam locates where a Power Suit would be, and sends her straight there. Soon after picking up the suit, Galactic Federation Space Pirates are sent from GFS Nebulon, and touch down on Fordun as well, and this basically sets up a bit of a thriller sub-plot, a lot like the S-AX from Fusion.
ARGH, so many little ideas that I need to write down.
The GF send out a scout ship to take down Samus in Bormon plains, equipped with Super Missiles. Once Samus takes down the ship, she takes the S Missiles.
All things like this!

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zaceryspud02 In reply to Rootay [2011-05-03 02:38:50 +0000 UTC]

I like your ideas alot. *thumbsup*

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Rootay In reply to zaceryspud02 [2011-05-03 12:26:25 +0000 UTC]

Thanks!

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Grimangel6195 [2011-04-14 14:09:09 +0000 UTC]

My only problem here is that SR-388 didn't explode. It's still intact. In Metroid 2, it just got covered in acid. Metroid Fusion, the BSL crashed into it, but the planet was still intact. I don't think the impact form the BSL would be enough to make a chunk that big >> sorry, being nit-picky

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Rootay In reply to Grimangel6195 [2011-04-14 14:14:14 +0000 UTC]

Didn't it? Oh, I thought the station was put into orbit to destroy the station and the planet. Maybe I'm so used to Samus destorying planets when she's done with them I just assumed SR-388 had suffered the same demise.
Well, let's say in this case, then, that the BSL caused a giant explosion that perhaps shattered a vast surface area of the planet rather than destroyed it. Nicely pointed out, though!

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Grimangel6195 In reply to Rootay [2011-04-14 17:02:02 +0000 UTC]

To be fair, Samus has blown up a lot of planets... and ships... and space stations... and stuff. So I'll give you that one

I do think the chunk of planet could still work though, having the BSL cause a large chunk of the planet to break off. If you were to follow that rout, you could actually bring the SA-X into the game as a side boss... or something like that. just an idea.

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Rootay In reply to Grimangel6195 [2011-04-14 19:51:23 +0000 UTC]

Now that would be interesting. I have an idea of carrying on the Space Pirates in Galactic Federation suits from Other M, as well. They'd be on the GFS Ship. And another B.O.X.
Ahh, if only I had the time. And knowledge. And money.

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Grimangel6195 In reply to Rootay [2011-04-14 20:08:01 +0000 UTC]

That would be quite awesome.

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Potenzprotz In reply to Grimangel6195 [2011-10-30 18:46:46 +0000 UTC]

Sorry, Grimangel, but you're wrong. Adam explicitly tells Samus to set the B.S.L. to a course for SR388, so that the planet gets destroyed when the station blows up.

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Grimangel6195 In reply to Potenzprotz [2011-10-30 22:32:35 +0000 UTC]

My mistake. It's been some time since I played Fusion. Though now that I look back at it, destroying the planet to kill the X Parasites would make sense. Assuming they can't survive in space.

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Grimangel6195 In reply to Grimangel6195 [2011-04-14 14:09:29 +0000 UTC]

Aside from that, looks awesome! ^^

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savage-yoshi819 [2011-04-14 03:36:19 +0000 UTC]

So uh,would this be a side-scroller or 3-D FPS adventure game like Prime?

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Rootay In reply to savage-yoshi819 [2011-04-14 10:01:52 +0000 UTC]

In my head it would be a 2D side scroller. Perhaps like Other M, but only from the side and not the full 3D turn around.

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ExtraGrandeJerolo [2011-04-14 03:17:37 +0000 UTC]

This is very fleshed out. A very interesting concept that could be a follow up to Other M.

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Rootay In reply to ExtraGrandeJerolo [2011-04-14 10:02:20 +0000 UTC]

Thanks! Yeah, I imagine it to take place after Fusion, myself.

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xxLelouchxx67 [2011-04-14 00:04:24 +0000 UTC]

Wow very nice concept you have here! I especially like the idea of exploring SR3-88 and Zebes asteroids.

Submit this to Nintendo. I dunno if they're working on a Fusion sequel yet, but this would be a very good base.

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Rootay In reply to xxLelouchxx67 [2011-04-14 10:03:39 +0000 UTC]

Wow, thank you very much. I may do, I doubt they'll look at it, though. I imagine they're probably working on a game for the 3DS.
I've always wondered what happened to the bits of planets past.

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SesakaTH [2011-04-13 23:59:08 +0000 UTC]

Looks like a good game to have!

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Rootay In reply to SesakaTH [2011-04-14 10:03:50 +0000 UTC]

Thanks!

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Evertide [2011-04-13 21:52:02 +0000 UTC]

...I'd totally fund this. Exploring SR388 asteroids? That alone would make for one heck of a trip, but no, there's much more.

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Rootay In reply to Evertide [2011-04-13 22:00:30 +0000 UTC]

Well thanks very much! Funding would be lovely, as would teaching me how to make video games! Heaven!
I like the idea of floating around the asteroids with no resistance until you get the gravity suit. I've always felt the gravity suit is more a space thing than an aqua thing!

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Evertide In reply to Rootay [2011-04-14 23:21:52 +0000 UTC]

I must admit, I have this...thing about maps. I don't know why, but they can hold my interest for way longer than you'd think a map could.

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