![]() So no… Metroid Dread probably could not be made unless they built a new engine from the ground up which… Why would they at the end of the GBA lifecycle.Īfter that… And this is a point people seem to be missing… There lacked a TEAM to make it. ![]() Metroid Zero Mission was likewise made from a further modified demo. Metroid Fusion was made using a modified engine from Wario Land 4. I don’t really know why people are getting angry here and why their brains seem to be taking the long way around but let me help out if I can. Bullshit aside, I’m still getting this game. Sometimes they’d pop up on your ass at the exact same time, too. And that game had 2 enemies stalking you wherever you went. Oh & the SCP Containment Breach game, too. Hell! The Slenderman games were doing just this same exact thing back in 2012 & that was done by an indie developer with a lot less funds on what I assume was a weaker engine. But technical limitations that hindered an unbeatable enemy from stalking you throughout the game when other games have done it is what held it back from release til now? Come on. If the issue was he was too busy with other projects, just say so. If the issue was lack of a team, just say so. I’m a huge Metroid fan & am very excited for this game but even I can see bullshit with this excuse. The idea that this couldn’t be replicated in a side scrolling 2D game sounds ludicrous to me. The Gamecube remake for the original Resident Evil had Lisa Trevor hunting you down & she’d pop up in random places at times. I don’t care, I just don’t like being lied to. System wasn’t powerful enough? Ok, why not on the Wii U? There’s nothing in Metroid Dread now that the Wii U couldn’t do. There’s no explanation here that survives follow up questions. What they don’t do is throw a valuable IP on ice for decades. They can lead to a change in the direction of the game. Technical limitations play a role in every game’s development. ![]() I get that people want to know why the game was canceled before, and that real reasons are very unsexy interview responses, but no one with a brain should believe that they canceled a mainline nintendo franchise because they couldn’t get some minor technical trick to work. Resident Evil 3 explored the concept extensively years before even Metroid Fusion released. This concept isn’t new, and it has been done going back to the early 80’s in arcades. Sakamoto wanted the concept to revolve around Samus Aran being pursued by a deadly undefeatable force however the technical limitations of the hardware at the time had prevented the team from fully fulfilling his vision.” “It’s really better than I imagined those 15 years ago when I had the idea for this,” he says. For Sakamoto, watching it all come together so smoothly has almost made the long wait to realize his vision worth it. robots are appropriately terrifying, hunting down Samus with cold, calculated precision. “From the live gameplay demo I watched, the E.M.M.I. Sakamoto’s thoughts on the long-running project: “In meeting with them, I got the sense that they were a team that we could work together with towards a singular concept, and realize this goal that I had in mind for Metroid Dread.” The Verge thoughts on the non playable demo and Mr. “The reason that I actually met with them was in the hope that they’d be able to realize the concepts that I had for Metroid Dread,” Sakamoto explains. “I wanted to create something that was unsettling for players, and also would communicate this unfeeling-ness that’s inherent in something that’s robotic.” MercurySteam: Now with the reasonably powerful Nintendo Switch system, and a great development partner in the form of MercurySteam, they have managed to fulfil Mr. Sakamoto wanted the concept to revolve around Samus Aran being pursued by a deadly undefeatable force however the technical limitations of the hardware at the time had prevented the team from fully fulfilling his vision. Sakamoto had the idea for Metroid Dread 15 years ago and the project had started and stopped numerous times along the years. Yoshio Sakamoto, who has worked on several games in the Metroid series, has revealed to journalists why it took the team fifteen years to produce and deliver the upcoming Metroid Dread game for the Nintendo Switch platform.
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