Personal Samus design I plan on 3D modeling eventually. I’ve been wanting to prototype a 3rd person movement based Metroid game for a while now so this design is meant to feel aerodynamic and more aggressive.
It’s still pretty rough as a concept though I plan to build on it.
@Ensis_Lucis1148@WOKENJJT@XenobladePT The real reason is they basically tried to salvage what Bandai had made and force Retro to work with what they had including Tanabe basically forcing them to do what he wanted which is probably why the game feels so disjointed. Some parts are great while some aren’t.
@Sidera__@Rythayze I’ve also liked the idea that the ring, presented against a dark and empty void, feels like a mirage. An oasis of an intelligently made “island” in a “sea” of darkness, but that oasis isn’t as bright and forgiving as it may seem.
@Sidera__@Rythayze I think there’s a proper balance. Too much color completely removes the solitude that space should make you feel but maybe too less could make the ring stand out in a way that isn’t intended. Personally I lean more in the “space should be empty and dark” camp but yeah.
@Nosetheextra@arfa2706 This is good to know. I was really frustrated with how the game felt and how sluggish the movement and camera was. I’ll try going back, but I wish the first impression was stronger.