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Spending all that time looking for the sequence and trying different attacks, which sometimes I messed up because of the sensitivity of the controls, got a bit tedious. I am not the only person I know who spent a good few hours on one particular boss fight which just takes intense repetition to learn what it is you need to do to get through.
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It’s an issue in terms of accessibility because if you’re not the type to pick up on sequences, then you’ll miss out on how to progress. The game doesn’t have different difficulty settings which means if you’re stuck, you’re stuck. But it also made me feel a bit exhausted. This made me feel like a kid again, when I’d spend hours with my friends trying to beat one boss. The nature of a non-linear platformer means returning to spaces you’ve been before but perhaps with a new power, new knowledge or having flipped a switch that changes how you interact. You'll find new ways to gain energy and ammo and feel a sense of achievement in problem solving. You’re rewarded for exploring and experimenting, so there are many pleasant surprises. It's especially tricky as weapons can be used in different ways by pressing different buttons, and to defeat an enemy you have to use it one way, then switch to using it another way.
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It just takes some erratic exploration to get you off the ground. Once you get into the swing of the controls they do feel intuitive, and you do sink into a natural pace. It responds so fast that it feels like the game was built for speedrunning, which calls back to the original game's varied endings for fast completion times - making it one of the first games to be popular with speedrunners. The controls are very sensitive and take some getting used to. Not only does the game give you new skills as you progress, but you, the player, also have to do some learning. Samus is not only one of the first female protagonists in gaming, she’s designed, programmed and treated just like any other male character.
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