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Mochtroids - Blog Posts

4 months ago

Ya girl is sick and bedridden, so I’m doing some gameplay theorizing. Something I’m curious about for Metroid Prime 4: Beyond is how Sylux’s boss battle will actually function. For how cool Sylux is from his design and mystery, Metroid Prime Hunters’s gameplay loop did few favors in making an intriguing combatant. Sylux had the Shock Coil, an electrical weapon which could drain Samus’s energy to replenish his own, and a secondary form that left trip mines in its wake. This is all well and good, but how does you defeat him? You uh… you shoot him. You just shoot him. In Metroid Prime Hunters, the gameplay loop revolves around precise aiming against moving targets, a mechanic that worked well enough for a DS game with a somewhat limited control scheme. However, Metroid Prime 4 is a very different game. Lock on alone makes this approach tedious, especially with the Shock Coil allowing Sylux to regenerate health. Given his intro cutscene, it appears he will have some allies backing him up, at least in the initial encounter. I wonder if it’s possible that the Shock Coil’s siphoning function could be tied to the Metroids-ahem, Mochtroids he has, tethering the electrical arcs to the Mochtroids in order to actually make the attack replenish his own health. There could also be certain environmental hazards to use to your advantage. I could also imagine some sort of evolving state, requiring different beam types to deal damage, similar to the Metroid Prime in the first game. Alternatively, there could be specific timing windows to exploit, utilizing specific opening to rain hell during. Imagine having a narrow window during his energy siphoning attack where you could stun lock him, prevent the attack, and deal significant damage, but getting the timing wrong could punish you with even greater damage and siphoned health.


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