• Hey everyone, staff have documented a list of banned content and subject matter that we feel are not consistent with site values, and don't make sense to host discussion of on Famiboards. This list (and the relevant reasoning per item) is viewable here.

Discussion Turn a game with a Metascore of <80 into a 90+ classic

Dardan Sandiego

Dill Spowser's Nephew
Moderator
Pronouns
he/him
PuwcQqg.jpeg


While playing Game Dev Story your mobile phone's battery exploded, tearing asunder the very essence of your existence. However, against all expectations, you came back, reborn as a being of pure energy: You are now the Ultimate Game Producer who can travel through time and whose mere presence improves video games. With your new powers you set out to rid humanity of its greatest plight: Games that aren't as good as they could be. So you go back in time during the development of games that got a Metascore of lower than 80 with the aim to turn them into highly acclaimed games with a Metascore of at least 90.

Share with the other Ultimate Game Producers which game you pick to improve and how you improve it.

Because it's more fun this way, there's absolutely no limits to your powers. Of course it's more interesting to read which details of a game people would improve in which way but feel free to come up with some wild shit. You can take the original Smash Bros. and turn it into Dragon King: The Fighting Game. Babylons' Fall can be kart racer featuring armadillos. Make Duke Nukem Forever a Yakuman rhythm game spinoff, I don't care.
 
Perhaps not fair but if Paper Mario: The Origami King had either the Turnbased combat from the first two Paper Mario's or every fight was more based upon action gameplay the game would have been a 90+
 
Perhaps not fair but if Paper Mario: The Origami King had either the Turnbased combat from the first two Paper Mario's or every fight was more based upon action gameplay the game would have been a 90+

I have a hard time imagining the action combat from Origami King being much better received than what we got in the end. A traditional PM combat system probably yes. But also

sZFJAhA.png


That said, I genuinely think that Color Splash with a card based combat system similar to Slay the Spire or Baten Kaitos (and some other adjustments here and there) could have been a critical darling.
 
I'd go back in 2008 and give Swery resources and money to hire some good people to make the driving and combat in Deadly Premonition better, as well as to give it a bump in graphics. Game of the year, easily
 
EDIT: damn it, I started this post when I first yeah'd the OP like an hour ago

There have been many games throughout history that could have been made excellent with a few small tweaks. However, when gifted with absolute power I feel that revising history to such ends is narrow-minded. No, I've set my sights higher. I aim to set right a pivotal blunder in Nintendo's history that may have had unforeseeable consequences for the future of internal development. A game that, despite moderate success, tepid acclaim, and a few diehard fans (paging @Derachi), made the future of new internal IP at Nintendo a little bit bleaker.

Yes, fellow God Warriors, I aspire to perfect ARMS.

CRxZ69s.png


My first move? Play ARMS again. As one could imagine, it's been a little while. I have a hunch as to my first tweak, but I'm going back to the lab again to see what I can find. A TL;DR will follow.

Right away, the first thing that strikes me about this game is the lack of a story mode. Yes, there are single-player tournaments that are quite satisfying to play, but none of them share much about the world of ARMS, which I feel is its greatest asset. I've long felt that the scrappy Mechanica (pun intended!) would be the best fit for such a role, being somewhat of an outsider to the game's world.

As I get into gameplay, my second observation is that I'm a bit better at this than I was the last time I played. I think that the recent release of Nintendo Switch Sports has heightened my coordination with the Joy-Con's motion controls. I'm not sure if there's anything to be gleaned from this for the sake of this exercise, but it certainly compels me to get more exercise in general.

I have just finished playing volleyball in ARMS. Er, sorry, "V-ball." The grab acting as setting up a spike is actually very cool, especially given how vulnerable you are left due to the ball's slow speed. Embarrassingly, it took me a rematch to get past this, with my first match ending in a draw. Overall, I feel that the minigames are excellent uses of the game's formula, despite their presence in the game's campaign mode often being frustrating. An easy, perhaps even lazy, change to make as an Ultimate Game Producer would be to merely say add more minigames. However, I'd like my proposed changes to be more specific than this.

After my third regular match, I am reminded of a complaint I've often read online: the ARMS, being the interchangeable fists that are used in the fights, are too varied. I'm not quite sure if I agree, but in my own play I've found myself sticking to an ice boomerang on the right and an electrified bird shot on the left. I don't think that it's a bad system per se, but I've seen it suggested that it would be better if different fighters could use different ARMS; more broadly, it is felt that the differences between characters are not significant enough. I aim to address this in some way.

My next observation, or perhaps realization, is that I would have to do a lot of research and play to create a full solution at this level of detail. I should probably finish this campaign and cut to the chase.

I'm tearing through the gauntlet now, and I've come to another errant observation: I think the arms (lowercase, so as to mean the extendable arms themselves) may be a bit too long. It feels like I'm never close to my opponent, which may be related to the point I had before I even started playing: movement speed is too slow. This may come down to personal preference, but the game feels outright lethargic sometimes, with fast movements usually coming primarily from grabs. Grab movement is great, by the way; I'd love to emphasize it as a movement mechanic.

As if on cue, my next match is on the skate park; the fast moving platforms really emphasize how much more fun this game could be if it were a bit faster. Additionally, you can grab an opponent that's on a platform and take it from them, while if you are on a platform and they are not you pull them towards you. Again, the possibilities of grab movement excite me.

I've now finished my run through the career mode, and to my relief I'm filled with inspiration. As the saying goes, I'm something of a game designer myself.

TL;DR: The Good Part
"Be not afraid," I say to a scared shitless Yabuki Kosuke, circa 2016. "I am an Ultimate Game Producer from the distant future,* and I'm here to work alongside you on the boxing project."
*I imagine I would be unable to resist some dramatic embellishment in a situation like this

And so, I work alongside Yabuki to maximize the potential of ARMS. Here are the highlights:

1. Create a Story Mode
This is the biggest point, both in terms of importance and its impact to the game's development. As I said above, the game's greatest asset is its creative world, ensemble cast, and fantastic art direction. The game was begging for an outlet to showcase these things, especially as a 60 USD party game. As stated above, I see the plot of such an addition following the career of Mechanica as she faces rivals that become friends as she rises to champion. Perhaps some corruption in the organization would add flavor to the story. Or maybe some of that science fiction lore? There's a ton of potential for this.

2. Up the Movement Speed (Maybe)
While my instinct is to make the game faster, I also recognize that it could be either untenably difficult to play at a higher speed, or even begin to feel less precise. I would have to go back to the lab to tweak the game, but my overall feeling is that something needs tweaked.

3. Emphasize the Weight Classes
Hey, everyone, did you know that ARMS was created by many of the same designers that worked on the Mario Kart series? As such, I feel that the suggestion of more plainly delineated weight classes is natural. Besides that, it's a fighting game after all. Above anything else, this is tied to the next point:

4. Change Grabs
Grabs are an important part of the simple rock-paper-scissors gameplay of ARMS, but they also indicate a lot of potential for the game's movement. As I noticed the varying ways that grabs behaved, I began to think about how a bigger fighter would pull in a little fighter, while a much lighter fighter could swing over Goliaths and get in a few cheap shots. This would be a great way to vary characters and add intrigue to movement, while also being in-line with the existing weight differences between different ARMS (fists). That being said, I think it could be better to make pulling yourself forward with the grab a separate move from pulling your opponent in (the game has a few buttons to spare, I think).

So, those are my proposed changes to 2017's ARMS. I wish I had gone further in depth, but that would require a greater understanding of the game than I currently have. To that end, it's back to the lab again for me.
 
Last edited:
Easy, just make Mario Party a AAA narative driven adventure game with cheap moral posturing that really makes you "think" about your actions. Critics love those!

little do critics know that a single game of Mario Party with your friends tests your morality more than any of those critical darlings ever could!
 
Yes, fellow God Warriors, I aspire to perfect ARMS.


Great write up! As someone who really enjoyed Arms, I would agree with all your points. Like yourself, I am iffy on the speed increase as it may throw the balance off or make the game a bit too sloppy. Maybe on a fighter per fighter basis, while bugging the slower ones in other areas.

If they do speed it up, then as you said, shorten the arms. If they keep the speed as is, the length should stay is IMO.

As to your point about the arms. All the various arms are cool and do add variety through customization, but I agree about all characters sharing them. Give each character their own line of arms as you mentioned. However, balancing can be tricky here. Would be a fine line to walk.

Now, I will add my own thought. So each character has a signature move in Arms. Up the move set. Give each character 2 - 3 signature moves to compliment them. Especially since in the current games some are way better than others which are kinda… eh.

I like your idea of the grab mechanic for more mobility. I would personally add a stamina bar for grabs to avoid abuse. Good players will not fall for grab abuse as new players do, but still annoying to see it so much on casual matches.

The mini games are great. Add more.

Badges are addicting. Keep that and improve on it even more. Give us more goodies on top of the badges.

Party Crash is perfect. That’s casual multiplayer done great.

And finally, yes yes yes on story mode. The world and characters are fantastic!
 
EDIT: damn it, I started this post when I first yeah'd the OP like an hour ago

There have been many games throughout history that could have been made excellent with a few small tweaks. However, when gifted with absolute power I feel that revising history to such ends is narrow-minded. No, I've set my sights higher. I aim to set right a pivotal blunder in Nintendo's history that may have had unforeseeable consequences for the future of internal development. A game that, despite moderate success, tepid acclaim, and a few diehard fans (paging @Derachi), made the future of new internal IP at Nintendo a little bit bleaker.

Yes, fellow God Warriors, I aspire to perfect ARMS.

CRxZ69s.png


My first move? Play ARMS again. As one could imagine, it's been a little while. I have a hunch as to my first tweak, but I'm going back to the lab again to see what I can find. A TL;DR will follow.

Right away, the first thing that strikes me about this game is the lack of a story mode. Yes, there are single-player tournaments that are quite satisfying to play, but none of them share much about the world of ARMS, which I feel is its greatest asset. I've long felt that the scrappy Mechanica (pun intended!) would be the best fit for such a role, being somewhat of an outsider to the game's world.

As I get into gameplay, my second observation is that I'm a bit better at this than I was the last time I played. I think that the recent release of Nintendo Switch Sports has heightened my coordination with the Joy-Con's motion controls. I'm not sure if there's anything to be gleaned from this for the sake of this exercise, but it certainly compels me to get more exercise in general.

I have just finished playing volleyball in ARMS. Er, sorry, "V-ball." The grab acting as setting up a spike is actually very cool, especially given how vulnerable you are left due to the ball's slow speed. Embarrassingly, it took me a rematch to get past this, with my first match ending in a draw. Overall, I feel that the minigames are excellent uses of the game's formula, despite their presence in the game's campaign mode often being frustrating. An easy, perhaps even lazy, change to make as an Ultimate Game Producer would be to merely say add more minigames. However, I'd like my proposed changes to be more specific than this.

After my third regular match, I am reminded of a complaint I've often read online: the ARMS, being the interchangeable fists that are used in the fights, are too varied. I'm not quite sure if I agree, but in my own play I've found myself sticking to an ice boomerang on the right and an electrified bird shot on the left. I don't think that it's a bad system per se, but I've seen it suggested that it would be better if different fighters could use different ARMS; more broadly, it is felt that the differences between characters are not significant enough. I aim to address this in some way.

My next observation, or perhaps realization, is that I would have to do a lot of research and play to create a full solution at this level of detail. I should probably finish this campaign and cut to the chase.

I'm tearing through the gauntlet now, and I've come to another errant observation: I think the arms (lowercase, so as to mean the extendable arms themselves) may be a bit too long. It feels like I'm never close to my opponent, which may be related to the point I had before I even started playing: movement speed is too slow. This may come down to personal preference, but the game feels outright lethargic sometimes, with fast movements usually coming primarily from grabs. Grab movement is great, by the way; I'd love to emphasize it as a movement mechanic.

As if on cue, my next match is on the skate park; the fast moving platforms really emphasize how much more fun this game could be if it were a bit faster. Additionally, you can grab an opponent that's on a platform and take it from them, while if you are on a platform and they are not you pull them towards you. Again, the possibilities of grab movement excite me.

I've now finished my run through the career mode, and to my relief I'm filled with inspiration. As the saying goes, I'm something of a game designer myself.

TL;DR: The Good Part
"Be not afraid," I say to a scared shitless Yabuki Kosuke, circa 2016. "I am an Ultimate Game Producer from the distant future,* and I'm here to work alongside you on the boxing project."
*I imagine I would be unable to resist some dramatic embellishment in a situation like this

And so, I work alongside Yabuki to maximize the potential of ARMS. Here are the highlights:

1. Create a Story Mode
This is the biggest point, both in terms of importance and its impact to the game's development. As I said above, the game's greatest asset is its creative world, ensemble cast, and fantastic art direction. The game was begging for an outlet to showcase these things, especially as a 60 USD party game. As stated above, I see the plot of such an addition following the career of Mechanica as she faces rivals that become friends as she rises to champion. Perhaps some corruption in the organization would add flavor to the story. Or maybe some of that science fiction lore? There's a ton of potential for this.

2. Up the Movement Speed (Maybe)
While my instinct is to make the game faster, I also recognize that it could be either untenably difficult to play at a higher speed, or even begin to feel less precise. I would have to go back to the lab to tweak the game, but my overall feeling is that something needs tweaked.

3. Emphasize the Weight Classes
Hey, everyone, did you know that ARMS was created by many of the same designers that worked on the Mario Kart series? As such, I feel that the suggestion of more plainly delineated weight classes is natural. Besides that, it's a fighting game after all. Above anything else, this is tied to the next point:

4. Change Grabs
Grabs are an important part of the simple rock-paper-scissors gameplay of ARMS, but they also indicate a lot of potential for the game's movement. As I noticed the varying ways that grabs behaved, I began to think about how a bigger fighter would pull in a little fighter, while a much lighter fighter could swing over Goliaths and get in a few cheap shots. This would be a great way to vary characters and add intrigue to movement, while also being in-line with the existing weight differences between different ARMS (fists). That being said, I think it could be better to make pulling yourself forward with the grab a separate move from pulling your opponent in (the game has a few buttons to spare, I think).

So, those are my proposed changes to 2017's ARMS. I wish I had gone further in depth, but that would require a greater understanding of the game than I currently have. To that end, it's back to the lab again for me.
hell yeah
 
Metroid Dread:

" The quality of the sprites has not been seen before in the videogame medium. The music rivals Super Mario Galaxy in epicnes, very few E.M.M.I encounters 99/100"
 
Resident Evil 3 Remake could get there if it was actually finished and also had the missing areas like the clock tower and dead factory among others, the gore/limb destruction system restored, Nemesis actually stalking you on top of a new and improved mercenaries side mode. Might still be a tall ask because RE2R is only at 91 and 3 has always been a bit of black sheep but I would have loved to see it.
 
0
All right, time to FIX!


First of all, rethink the entire story. Nothing that is there is worth salvaging. The terminology-filled script is nonsensical, none of the characters are likeable, and there's no real emotional stakes. The first game at least had Faith's sister as a somewhat decent narrative anchor, continue on that route, write a better script and try to rely on as little terminology as possible. And bring in an entirely new cast of characters. Make them goofy, charming, easy to attach yourself to, but also make them have relatable flaws.

Secondly, the melee combat needs to be removed entirely. It wasn't fun in the first game either - melee combat and Mirrior's Edge just don't go hand in hand much. Surely, some sort of hazards will be needed to spice up the mundanity of running, but let that be something other than just a couple of grunts with laughable AI.

Thirdly, make some side activities that are interesting. The things that the map is littered with are all just throwaway checklist activities, and I don't think they contribute to the game in the slightest, other than to riddle the map with icons. Interesting side activities and quests could really help flesh out the world, make it feel more alive, and allow for the player to dictate the flow even more.

Fourthly, don't go too hard on the game's signature aesthetic. It's too sterile, too clean, and while it works in some areas, it's a bit too much in others, making the world not feel believable, or lived in.

Fifthly, for added effect, bring Lisa Miskovsky back and make her and CHVRCHES do a collab.

First game was masterful. You have it in you!
 

  • Make the space travel more involved (e.g. more open or more opportunities to speed it up), the current implementation is too limited and basically amounts to waiting for the actually good parts of the game.
  • Fix the cutscenes that feel like you just suddenly lose control of your character in the middle of gameplay. Maybe just run the dialogue but do not take the character control away from the player?
  • Add full voice acting.

That said, I think it's already a much better game than the metascore or especially the user score says.
 
Codename S.T.E.A.M.
  • Change the IP: Repurpose an established Nintendo franchise like Star Fox or Metroid. Do Fire Emblem in Space. Or license XCOM.
  • Change art style accordingly.
  • Delay release until enemy turn time has been patched to be speedier, add a skip option, or design enemy phase so player isn't required to wait in the first place.
  • Add more story. Add cinematic cutscenes. Add dating elements.
  • Add extremely useful Amiibo-exclusive functions. Send reviewers free Amiiboo of this very desireable, already sold out in stores set at the height of reviewers' own Amiibo collecting craze.
  • Add "Project" in front of "Codename S.T.E.A.M." as working title while in development but then never actually take it off before release.
There you go. Easy 69->89! (because it's still hard for tactic games to score above 90)
 
0
Since Other M was brought up, I realized that it just makes the cut, luckily:


original.gif


This is gonna be a tough one but we can salvage it, we have the technology.

First and foremost we have to address the elephant in the room: Samus's characterization and Adam's role in the story. The solution to this mess is to push most of it all the way into the background. The basic set-up is mostly the same with one important difference:

Samus boards the Bottle Ship and runs into the GF soldiers led by Adam who are under attack by monsters. She manages to save them but Metroid nonsense happens so Samus loses most of her powers and the GF platoon are locked up in some communications room. Since the crappy soldiers can't do shit anymore it's up to Samus to do her thing. And then it's basically like Fusion: Samus runs around the place and only talks to Adam through the navigation room. We get some hints here and there about their relationship before she left the Galactic Federation but it's mostly Adam acting as a support for Samus and directing her towards her objective, none of that authorizing stuff. Of course, these aren't the only issues with the game's story and and presentation. Samus has a very weird submissive streak that they try to play off as "respect" for Adam but it simply doesn't work. The PTSD episode doesn't even make any sense. In general, the game tries to push too much story into the player's face that feels either inconsequential (the entire baby theme) or actively detrimental (everything involving Samus and Adam). There's no need here to overcomplicate things beyond the bonkers bioweapons plot and Adam sacrificing himself so Samus and the GF soldiers can escape at the end.

Now that that's out of the way, we scrap the entire NES Plus control scheme, opting instead for a Wiiremote + Nunchuk combo, partly inspired by the Prime series. This allows us to do a few new things and also solves several issues with the combat
  • Movement is generally improved thanks to analogue controls and buttons that are more easily accessible
  • The pointer is now available at all times, allowing us to actually make use of the missiles (and perhaps other upgrades like the grapple beam) in a sensible manner instead of first-person view
  • Since this frees up the d-pad, we can actually put some beam switching on there instead of having the beams stack. For a game that puts a heavy emphasis on combat, it doesn't actually give you that many tools.
  • Naturally the enemy design has to accommodate for these changes. Aside from the control issues I think Other M's biggest mistake in this area is that it doesn't fully commit to the character action take, leaving the player with a game that has tons of combat but with very little to switch it up. It'd be nice if Samus' others skills like the morph ball had more practical applications here as well.

Of course, the level design has to follow suit:
  • All of the parts that unnecessarily slow down the game have to be removed or replaced, most notably the first-person Where's Waldo? segments and the parts where the game switches to a slow over-the-shoulder view.
  • The bottle ship setting is fine but the level design should have been more inspired by Fusion. Still somewhat linear but allowing for more exploration and backtracking.
  • The fixed camera works to the game's benefit but it doesn't do nearly enough with it in terms of exploration. Funnily, Kirby and the Forgotten Land is imo a better take at this, cleverly using environments and the camera to hide stuff for the player to find.

What's left:
  • The game's visual presentation. This is a Wii game after all so there's probably not much that can be done and there are some segments that actually look nice but also several parts that stick out like a sore thumb. The most notable ugly part is this metallic sheen on several surfaces, giving the game a very cheap look at times.
  • The soundtrack is simply not good. It's neither melodic nor atmospheric and just exists as background noise. Not much to say here except make it better.
 
Perhaps not fair but if Paper Mario: The Origami King had either the Turnbased combat from the first two Paper Mario's or every fight was more based upon action gameplay the game would have been a 90+
TOK is what I consider the type of game that only Nintendo tends to make now: Weird, charming, and full of strange and creative stuff, but man, could I not get through it because I hated actually playing it.

Sega used to do these a whole lot as well. Now, it's basically just Nintendo pumping these out (at least in relation to my tastes). The occasional indie will do this, too, I suppose, but yeah. Nintendo. Even when they fail to grab me, at least it's an interesting failure most of the time.

Speaking of! Kid Icarus: Uprising is a cheat because it's at 83 on Metacritic, but literally just moving it off 3DS, which doesn't have the hardware to really make it work from a control standard, would be enough.

Sticking with Nintendo, make Codename S.T.E.A.M. isometric and maybe it's not a 90+, but it's in the high '80s and probably not where it is. I mean, I'm only through the prologue and into that first full chapter, but boy do I hate the third-person from the back viewpoint. I appreciate the attempt at doing something different, but there is a reason that these games are isometric, typically.
 
Sticking with Nintendo, make Codename S.T.E.A.M. isometric and maybe it's not a 90+, but it's in the high '80s and probably not where it is. I mean, I'm only through the prologue and into that first full chapter, but boy do I hate the third-person from the back viewpoint. I appreciate the attempt at doing something different, but there is a reason that these games are isometric, typically.

I considered adding this to my list of easy fixes to swing the metacritic twenty points, but the strict third person view is the game's best raison d'être. If you move it into an isometric perspective with a fog of war like any other tactics/strategy map, you might as well scrap the project completely because there's nothing unique about it left.
 
I considered adding this to my list of easy fixes to swing the metacritic twenty points, but the strict third person view is the game's best raison d'être. If you move it into an isometric perspective with a fog of war like any other tactics/strategy map, you might as well scrap the project completely because there's nothing unique about it left.
For me, the steampunk vibe (which may well be overdone for you) is enough to pull me in even if it went full X-COM or whatever. It really reminds me of The Amazing Screw-On Head, and I like The Amazing Screw-On Head.

But this is a fair point! Of course, the BtB third-person decision was never going to work, in which case, maybe this game shouldn't exist at all.
 
For me, the steampunk vibe (which may well be overdone for you) is enough to pull me in even if it went full X-COM or whatever. It really reminds me of The Amazing Screw-On Head, and I like The Amazing Screw-On Head.

But this is a fair point! Of course, the BtB third-person decision was never going to work, in which case, maybe this game shouldn't exist at all.

I liked the setting, too, but we two may be the only ones. Reviewers and the public at large were put off by it (and the art style), so I figured for the purpose of pushing Codename S.T.E.A.M.'s review score average up, dropping its most divise and superficial element would be the right strategy.

Of course, with that decision you now can't touch the gameplay too much or the whole concept would become unrecognizable. And I happen to think the attempt to build a tactics game around reconnaissance, paranoia and limited information via restricted third person viewpoint is interesting and worthwhile, so I'd still be happy, in this theoretical do-over, to tell the devs to try to solve the inherent issues or fail gloriously in the process, even knowing the results the first time around.

(Also, I've now put The Amazing Screw-On Head on my Amazon wish list. Not that my Mike Mignola art backlog needed to grow any bigger...)
 
Yoshi’s Story

  • Add an in-game achievements system
  • Remove the Yoshis’ singing because GAMERS ARE INSECURE, age them up too I guess, remove the heart at the end of each level

There you go
 
I have a hard time imagining the action combat from Origami King being much better received than what we got in the end. A traditional PM combat system probably yes. But also

sZFJAhA.png


That said, I genuinely think that Color Splash with a card based combat system similar to Slay the Spire or Baten Kaitos (and some other adjustments here and there) could have been a critical darling.
I did enjoy the action moments within OK but yeah probably it would have been less interesting. The boss fights in the ring style were fun and I wouldnt mind that. It was mainly the random encounters that made me oof.
 
0
I think that if Pokemon Mystery Dungeon: Explorers of Sky was:
-The only game in the entire series and not a "third version" or even a reiteration on an existing foundation but just itself
-Released in the Switch era and had high res assets (maybe the same art style, but with high quality sprites? Think the recent Monster Boy games)
-Marketed as a major Nintendo release
-Had slightly higher difficulty from the get-go, but the endgame difficulty remains the same
-Writing that was a bit less childish/goofy in tone

It would legit be an 85+ Metacritic game as it rightfully deserves.
 
I like this thread. I was thinking about Shenmue first, but in my head it’s already a 95%+ classic. So I would have to change it so that everyone else would agree. And I just might be too egoistic to do that, sorry! :p

So then, what about Sonic Unleashed?
  1. Remove the werehog levels
  2. Add in a few Knuckles levels, with a bit of brawling, but mostly gliding, digging and climbing to reach a goal far in the bottom or the top.
  3. Add chao garden
  4. Add Tails as a bonus character; fly to reach the goal as fast as possible, breaking the level design at the sane time
  5. Get the game to run at 60 fps, it was too fast and too choppy at sub 30.
  6. Add a few bonus stages with snowboarding, skating and hang glider you can reach if you get high enough rankings
 
0
Metroid Dread:

" The quality of the sprites has not been seen before in the videogame medium. The music rivals Super Mario Galaxy in epicnes, very few E.M.M.I encounters 99/100"
Sprites would just diminish the score, especially for a 60 dollar game. Reviewers don't respect sprite work unless it's from a 15-20 dollar indie.

And Super Mario Galaxy is not really the kind of music Metroid should aspire to.
 
Sprites would just diminish the score, especially for a 60 dollar game. Reviewers don't respect sprite work unless it's from a 15-20 dollar indie.

And Super Mario Galaxy is not really the kind of music Metroid should aspire to.

It's also not a game with a metascore of lower than 80. Clearly fami doesn't care about the integrity of arbitrary forum game rules. What has the world come to.
 
Sprites would just diminish the score, especially for a 60 dollar game. Reviewers don't respect sprite work unless it's from a 15-20 dollar indie.

And Super Mario Galaxy is not really the kind of music Metroid should aspire to.
1. Wrong...i mean you are probably right by that souldnt be the case.
2. The comment was meant to have the same quality of music than SMG has, not the stily or to be 1:1 similar. I personally don't think the music in MD is that good.


It's also not a game with a metascore of lower than 80. Clearly fami doesn't care about the integrity of arbitrary forum game rules. What has the world come to.


Thread title: turn-a-game-with-a-metascore-of-80-into-a-90-classic

MD MetaScore: 88

It should be an 80 score flat?

Edit: hooo i see the symbol and the comment in the OP, my bad. Still i guess my opinion of MD stands for a thread for games with a +80 to 90s.
 
Last edited:
0


Back
Back
Top Bottom