Why is AM2R one of your favorite games? How does it rise above the other Metroid titles?
Really strong enemy, level, and boss design. It's not as non-linear as other metroid games, and generally doesn't do the metroidvania thing as well, but I value strong core interactions above non-linearity, above stat systems, above progression, and so on. I think that a game needs to deliver on the core level, the actual interesting choices you make in the moment with short term consequences relating to whether you live or die, before worrying about higher level concerns.
I think the Alpha Metroids are a good encapsulation of what AM2R is about. They weave around you in semi-predictable fashions that aren't strict orbiting. They're only vulnerable on the bottom side, so you can see when they're vulnerable coming up and plan for that. You need to make fuzzy evaluations of exactly what's going to happen, simulate the situation forwards in your head and make a prediction. And the way you move affects the way it moves, and hitting it knocks it into a different pattern, so you gotta make the predictions fresh. If you're good, you can get them caught in a pattern for extra hits, but the arena is also set up to make that difficult.
Everything in the game works this way to some extent, it's about being pushed to evaluate the situation and make a judgement call. AM2R does this amazingly with every boss and most enemies in the levels, except Omega Metroid, which sticks out like a sore thumb.
It's just really marvelous design on a core level, worth studying. It forces you to make interesting choices and test core platforming, aiming, and predictions skills at the same time. This is what a good game should do.
https://www.youtube.com/watch?v=zK1X5RhxDFs
https://www.youtube.com/watch?v=_WlWG1_56Iw
I think the Alpha Metroids are a good encapsulation of what AM2R is about. They weave around you in semi-predictable fashions that aren't strict orbiting. They're only vulnerable on the bottom side, so you can see when they're vulnerable coming up and plan for that. You need to make fuzzy evaluations of exactly what's going to happen, simulate the situation forwards in your head and make a prediction. And the way you move affects the way it moves, and hitting it knocks it into a different pattern, so you gotta make the predictions fresh. If you're good, you can get them caught in a pattern for extra hits, but the arena is also set up to make that difficult.
Everything in the game works this way to some extent, it's about being pushed to evaluate the situation and make a judgement call. AM2R does this amazingly with every boss and most enemies in the levels, except Omega Metroid, which sticks out like a sore thumb.
It's just really marvelous design on a core level, worth studying. It forces you to make interesting choices and test core platforming, aiming, and predictions skills at the same time. This is what a good game should do.
https://www.youtube.com/watch?v=zK1X5RhxDFs
https://www.youtube.com/watch?v=_WlWG1_56Iw