my name is supyreor catte: Anyone played much of it yet?
How is the game structured? Does it have any metroidvania qualities (like the developer's other games) or is it more linearly mission based like the original games in the series it's based on?
Exsurgent: I haven't had a lot of time to play the game yet, but I reached chapter 2 yesterday (the chapter directly following the area featured in the demo) and it looks like I can't go back to the chapter 1 area. At least not the way I came. I also don't remember seeing anything in chapter 1 that suggested to me that I need to return with a new ability at some point (like in a metroidvania).
So I would hazard a guess (!) that the game is structured into a linear sequence of chapters, each of which consists of a fairly non-linear hub area.
Hello Exsurgent!
Thank you for this response! I still have some doubts regarding "UnMetal".
The original games in the "Metal Gear" series (including not only the two MSX games, but also the not-so-faithful NES port of the first one and "Metal Gear Solid" on PS1 and PC) has the player returning to previous areas with later acquired key items ('key cards') in order to access additional rooms for new equipment.
It is not necessarily in the type of the "Metroidvania" style, since you do not 'learn' more abilities, more like progression or side areas gated off by the need for a new key card or explosives.
Nonetheless, those (often optional) side rooms and the opening up of new, previously inaccessible but connected areas contributed to a 'sense of place' and exploration in the "Metal Gear (Solid)" games.
From my experience with the "UnMetal" demo, I did not got that feeling. Rather, I got the impression of a series of loosely connected rooms or scenes, which seem to be interrupted by the narration a little too frequently...
The experience was/is enjoyable, although I did not got all the jokes.
But the gameplay itself also 'felt' more restrictive to me than in the "Metal Gear" series despite the inclusion of elements from other game genres.
The "Metal Gear" series always invited to experiment with the obstacles on your way and your current equipment, often allowing for various approaches and sometimes for distinctive solution alternatives (intended or unintended by the developers), thus increasing replay value.
=> Does the final game "UnMetal" 'open up' more after the section from the demo--allowing more freedom to experiment and to explore?
=> And are the changes in the game world somewhat persistent, or not?
Thank you for everyone playing the game already, for your feedback on these questions!
Kind regards,
foxgog