Richikupo's Ratings and Reviews
SM Redesign: Axeil Edition by Drewseph [ Exploration],
rated by Richikupo on Aug 15, 2024 ( )
56% in 9:26
Okay I wanted to like this hack very much . I played the original like twice, one time when it first came out and again a few years later. In retrospective the 2nd time around man was it just miserable and after that I forgot about it. Now many years later I come back to redesign and here are with a new version that is supposed to be improved and has a lot of it's criticisms fixed.
Alright so like the first thing that is incredibly wrong about this hack you notice right away - the physics. Now the physics in the first iteration of this hack , it wasn't great but at least it wasn't like I'm playing as Luigi in super Metroid. I don't know , it felt like the first version of this hack I had more control despite the more annoying heavier physics.
So like the vertical momentum of your jumps - they feel alright , but the horizontal movement . Oh man - does it feel bad. I don't know why you decided to go with this, but boy does it feel so incredibly slippery and it feels like I have no agency in how I control Samus. Nine times out of ten it feels like I'm fighting the controls rather than the environment. This extends especially to the morph ball which feels so slippery for no reason at all. Not sure why you thought any of these changes were fun or even good ideas, they just feel awful to play.
Now level design wise - I thought this hack was fine, it's a little too big. I think the addition of fast travel was a nice touch, but some areas were just especially annoying to navigate when you don't create proper loops or shortcuts to navigate such giant areas. Especially when you made the main character incredibly annoying on purpose to control! Another thing - no idea why you're so adamant about not letting people sequence break your game. Like 90% of the fun of metroid is exploring and carving your own path with your newfound abilities, but here it feels so linear and just unfun because you rob people of their freedom of exploration until you get to the end game.
And now one of the biggest sins - Why nerf a lot of Samus's abilities. Like why make screw attack borderline unusable and annoying to use ? Why make wall jumps an item with only specific uses? Why remove IBJ and and nerf the ability to quick charge speedbooster? Why force the players to play your idea of the game instead of letting them have free agency?
Let's go to another point of unfun mechanics - Why did you decide to make the most unfun boss arenas known to man by making them just annoying to fight in? Not only that but super inflating boss health just cause? Seriously did you ever playtest your own hack and figured "Okay this is too much fun, let's add a dose of unfunium to this area."
And then there's tourian .. oh my god what were you thinking with this tourian rework? The metroids are just so hyper aggressive and you backspawn them for the sake of being mean to the player and not to mention the endless waves of them hitting you left and right when you're trying to progress such a tedious area with the annoying puzzles known to man just to fight mother brain.
I'm grateful you left mother brain intact because wow that's the first time i felt fun in a while cause it's just a vanilla fight ... then there's the escape sequence.
bro why did you make the most annoying jump shaft known to man with the worst physics imaginable for it? Why is it that in the later shafts if you make one mistake cause of things like the auto morph failing or something, you just die for it and have to redo the entire dumb 10 minute escape sequence? I'm sorry are you just allergic to fun mechanics in a metroid game? Who hurt you? I hear a game designer peer reviewed this but did you decide to ignore all advice and do the opposite? I streamed this and I felt like streaming bad rats was probably more productive
1/5 . DO BETTER. PLEASE DO BETTER NEXT TIME. HOLY HECK . I THINK THE ORIGINAL MIGHT OF BEEN MORE PLAYABLE.
Alright so like the first thing that is incredibly wrong about this hack you notice right away - the physics. Now the physics in the first iteration of this hack , it wasn't great but at least it wasn't like I'm playing as Luigi in super Metroid. I don't know , it felt like the first version of this hack I had more control despite the more annoying heavier physics.
So like the vertical momentum of your jumps - they feel alright , but the horizontal movement . Oh man - does it feel bad. I don't know why you decided to go with this, but boy does it feel so incredibly slippery and it feels like I have no agency in how I control Samus. Nine times out of ten it feels like I'm fighting the controls rather than the environment. This extends especially to the morph ball which feels so slippery for no reason at all. Not sure why you thought any of these changes were fun or even good ideas, they just feel awful to play.
Now level design wise - I thought this hack was fine, it's a little too big. I think the addition of fast travel was a nice touch, but some areas were just especially annoying to navigate when you don't create proper loops or shortcuts to navigate such giant areas. Especially when you made the main character incredibly annoying on purpose to control! Another thing - no idea why you're so adamant about not letting people sequence break your game. Like 90% of the fun of metroid is exploring and carving your own path with your newfound abilities, but here it feels so linear and just unfun because you rob people of their freedom of exploration until you get to the end game.
And now one of the biggest sins - Why nerf a lot of Samus's abilities. Like why make screw attack borderline unusable and annoying to use ? Why make wall jumps an item with only specific uses? Why remove IBJ and and nerf the ability to quick charge speedbooster? Why force the players to play your idea of the game instead of letting them have free agency?
Let's go to another point of unfun mechanics - Why did you decide to make the most unfun boss arenas known to man by making them just annoying to fight in? Not only that but super inflating boss health just cause? Seriously did you ever playtest your own hack and figured "Okay this is too much fun, let's add a dose of unfunium to this area."
And then there's tourian .. oh my god what were you thinking with this tourian rework? The metroids are just so hyper aggressive and you backspawn them for the sake of being mean to the player and not to mention the endless waves of them hitting you left and right when you're trying to progress such a tedious area with the annoying puzzles known to man just to fight mother brain.
I'm grateful you left mother brain intact because wow that's the first time i felt fun in a while cause it's just a vanilla fight ... then there's the escape sequence.
bro why did you make the most annoying jump shaft known to man with the worst physics imaginable for it? Why is it that in the later shafts if you make one mistake cause of things like the auto morph failing or something, you just die for it and have to redo the entire dumb 10 minute escape sequence? I'm sorry are you just allergic to fun mechanics in a metroid game? Who hurt you? I hear a game designer peer reviewed this but did you decide to ignore all advice and do the opposite? I streamed this and I felt like streaming bad rats was probably more productive
1/5 . DO BETTER. PLEASE DO BETTER NEXT TIME. HOLY HECK . I THINK THE ORIGINAL MIGHT OF BEEN MORE PLAYABLE.