- On the Grapple Beam issue, I think everyone at Retro needs to go play Bionic Commando. Then they need to re-read the stuff Jonny just said about the Morph Ball.
- I think the problem with "backtracking" is when you start to see through the illusion of the game, and start to recognize things as straight lines. I think a good way around this is to have multiple legitamite pathways to any given area, from any given area (and don't wuss out and make several "bottleneck" points with only one way through them, which mark your progress through the game), in addition to making numerous paths across particular rooms. Plus you can try to make paths through rooms that offer direction-specific experiences (jumping down a ledge for one direction, climbing it going the other way, for instance), or you could go with enviroments that can shift/change over time (and don't just go with triggers to cue the harder enemies).
- I think Bill's comment about Samus and money comes from the total lack of Samus's character development as a bounty hunter. I don't think that's something that should come from dialog writers, but more from the gameplay. There have been a number of games that try and capture the spirit of bounty hunting (if only just as side quests), but I can't think of any good examples offhand. Metriod has traditionally done none of that, and has stuck to heroic adventure.
And on the subject of Samus's character development, I think there won't be any more character development without more sexualization of her. Samus is sexy. She's not ugly. Making her more human (and less of a player-controlled robot) will only make her more sexy. And there's nothing wrong with that.
- Regarding Ian's suggestion of being able to make marks on your map, I remember saying/thinking the exact same thing about the Metroidvania games. Having a touchscreen map on Dawn of Sorrow would've been so much better than a dumb "sealing" system.