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- IMO the lack of secrets is because the game undermines advanced techniques like bomb and wall jumping and freezing enemies to use as platforms was forgotten after the area you get the ice beam. I think the best scenario leaving the option to use the advanced techniques to get items early and leaving the puzzle to be more easily solvable with an upgrade you get much later, that way in both cases a new player can either take the time to get the item or take the time returning with an easier solution.
- More than the creation of new enemies I think the harder thing is coming with ways to make enemies smarter. While few in BotW the enemies reacted, think and attack with more versatility than in other Zelda games. In Samus Returns I think it was mainly hitting a deadline and sticking to just what was in the original game. I hope the it comes to a middle ground, maybe combining animals that attack on provocation and ones that attack on sight. That could make interesting scenarios like having a nasty animal that attacks on provocation near one that attacks you.
- I like how in this game each hit Samus gets its felt, since the enemies do a lot of damage even after getting the Gravity Suit. I think it also put leverage to the Screwattack since bomb enemies will still hurt you. The power bomb I think it's harder to dumb down. Since the point it's that it is a screen clearing item. In regards to missiles I assume in this game specifically they don't wanted you to enter Metroid rooms without them. Though I think that could be said about any boss fight.
- I think I'm at the middle with the Aion abilities. The scan pulse makes things easier but it also doesn't make you waste time searching a tiny blow in a room you didn't search. And in a first playthrough it doesn't tell you how to reach an unexplored area. The shield is my least liked since it was very situational to the harmful plants and the swarms that are killed with water. The Beam Burst, is my favorite, I suppose if enemies didn't drop Aion energy when using this weapon would add to the risk and take approach of being able to destroy enemies faster but being limited to the energy it has. Also having enemies that can only be destroyed with this or the Super Missiles could make for interesting decision making. Finally the slow time ability, seems like a speed booster in reverse, I think this one could be implemented like in Zelda, mainly being a perfect dodge activating a slow time effect. I didn't find it of much use besides that one time you have to dodge fire, and the disappearing blocks, this last one could still justify it's existences since some of them wouldn't even be able to do with the speed booster.
- I'll say the environments are more of a 3DS workaround. Though it could also be an issue in most 2.5 games. The foreground needs to be easily readable to not struggle when platforming.
- I did like the Diggernaut, but I've seen people thinking it's too hard. I'll like to see more sequences like it. But also not overdoing it like in Lords of Shadow with the colossi, QTE bosses.