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Originally posted by: Smoke39
I don't understand the backtracking complaint with MP2. How was the backtracking in MP2 any different than in MP? How was it different from any Metroid game, for that matter?
2D Metroid games take far less time to traverse. You can go from one end of the map to the other relatively quickly. In 3D, however, Samus is a slow-moving tank.
MP1 had far less backtracking, enough that it was tolerable for me while still being enjoyable. MP2 had far more areas to access, especially with the two world system, and thus far more areas to trek back across..
It's like this: Metroid puzzles and bosses are awesome, some of the best gameplay on the GC. However, MP2 was long periods of going back over areas I had already been in order to reach these bosses and find these puzzles. It's similar to how an RPG on rails holds the next story bit hostage by forcing you to level your characters and thus put more time into the game, except that, instead of grinding for stats, I was trekking back over terrain I'd already seen a dozen times.
Eventually, there came a point where the monotony of backtracking overrode the desire to see the next boss/puzzle, I put the game down, tried it again a few months later but was again fed up with the backtracking.
Backtracking was designed to artificially extend the play time of a game back when content was more difficult to create. In this day and age, we shouldn't need devices like this to inflate game time.
I'll probably pick up MP3, though, as Retro went on the record as saying that they acknowledged that there was too much backtracking in MP2 and would adjust 3 accordingly.