DarkMaigle
Member
I like the game a lot, in a vacuum it's pretty great. There's just too many games in the franchise and the genre that are better. Id like to see the devs get another shot at it tho.
I can't remember the exact section you're talking about, but no, I'm pretty sure you don't need to do that. I don't remember any maneuvers in the game that are that complicated. I can't ever recall bomb jumping being required at all, even.So I'm in the first Main area I guess and I'm trying to find the fourth metroid.I feel like that's the only way forward but that seems really complicated. Can anyone tell me if i'm right, because I don't want to waste my time attempting this over and over if I'm just over thinking things.I'm at a section where there's 3 of those jumping aliens that you have to freeze to get to a Metroid. Does the game want you to freeze the last one, Jump on it, bomb jump, then turn into the spider ball then blow the ceiling?
I can't remember the exact section you're talking about, but no, I'm pretty sure you don't need to do that. I don't remember any maneuvers in the game that are that complicated. I can't ever recall bomb jumping being required at all, even.
Metroid (Zero Mission)
Metroid Prime trilogy
Metroid II (Samus Returns)
Super Metroid
Other M
Fusion
This has only been the last page or two with the "meh" to negative reactions. The reactions have been largely positive. I still rate it right below Super for 2D games. Undecided on the whole series, but definitely pretty high.Honestly glad I don't really use others as barometers for whether to go for a game or not.
This game is extremely enjoyable for me, felt like the little things they added helped address issues that were in the other games.
Not finished I but am thoroughly enjoying my time with it.
Baffled by some of the reactions here.
Thanks I got it. Funny how right after I post I figure it out. I just had to shot missles at the ceiling tho I swore I tried that before and it didn't work....
Haven't played a whole lot of it yet, but that's the feeling I've gotten so far.I like the game a lot, in a vacuum it's pretty great. There's just too many games in the franchise and the genre that are better. Id like to see the devs get another shot at it tho.
Haven't played a whole lot of it yet, but that's the feeling I've gotten so far.
I like being able to aim in any direction, the counter mechanic helps keep the combat fresh (usually my least favorite thing about 2D Metroids), and the 3D effect of the backgrounds are nice along with the cinematic camera angles during scenes which is pretty nice.
But I'm a little worried that if I don't binge my way through this game it's going to get lost in the shuffle of so many other games coming out soon.
I actually did exactly what you described only to discover it was a missile block...
I tried a search but didn't come up with anything. Has anyone encountered a map completion glitch in Area 5? There is a power up that I have already collected towards the middle of the are but my map still shows the open circle symbol on that space. I found a gamefaqs thread discussing the issue but a few posters said that reloading or leaving the area and coming back fix it. Unfortunately this has not helped in my case. If anyone else had encountered this were you able to fix it? I'm worried that I will lose out on a 100% this run due to the this glitch.
... how was I supposed to figure this out? I don't think I ever would have stumbled upon performing that combination of actions on my own.Do you mean the red spikes? You need to use a energy bomb while holding the spider-ball on the wall opposite to where you want to go. It does a kind of ball shinespark.
https://www.youtube.com/watch?v=8IY5q419LD0
... how was I supposed to figure this out? I don't think I ever would have stumbled upon performing that combination of actions on my own.
Honestly glad I don't really use others as barometers for whether to go for a game or not.
This game is extremely enjoyable for me, felt like the little things they added helped address issues that were in the other games.
Not finished I but am thoroughly enjoying my time with it.
Baffled by some of the reactions here.
Except for the first 2D Metroid game in well over a decade?There's nothing new or refreshing here that we haven't seen before.
Except for the first 2D Metroid game in well over a decade?
Cool; the quality of the game is great.That has nothing to do with the quality of the game, itself, though.
Cool; the quality of the game is great.
See, blanket statements work both ways!
Also I'm not sure it's fair to ask the remake from a GB game that's trying to stay as true to the original as possible while adding some new stuff to revolutionize the genre either, let's wait for Metroid 5 for that. The game was clearly shackled by its roots and it's very deliberate as Nintendo and Sakamoto probably wantef MS to prove themselves in a "safe" way.
Most of the time there wasn't a Metroid skin though. In the early parts of the game when you were fighting a lot of Alphas sure but they weren't as common Area 3 on wards. Plus there's plenty of those Metroid skins in Samus Returns anyway. There should at least have been an option to turn off the tracker
And I wouldn't say the game was made more tense by the Metroid variations, just a little bit more fun. Though I thought the changes in AM2R were better, largely because there both attack variations and significant differences in most of the rooms you fought the Metroids in. Plus sometimes you'd fight more than 1 Metroid at a time or they'd mix in different game mechanics like the EMP blasts and destructible platforms.
As I said I do prefer the fights themselves in Samus Returns, I just they could've done a much better job with the variety and discovery of the Metroids.
I have some thoughts on Metroid: Samus Returns.
The atmosphere is nonexistent
Which is weird as hell for a Metroid game. I honestly can't tell you what the difference is between any two areas in the game. They're all the goddamn same. The backgrounds look nigh identical, the enemies are mostly palette swaps, and there's no variety in the challenges any given environment presents. It'd be one thing if the areas at least looked cool, but can anyone honestly tell the difference between what we have here and what's in any given sci-fi-themed shovelware launched on Steam last month?
Super Metroid owed a huge amount of its success to the strength of its atmosphere. Remember when you were in Brinstar, and then entered the red soil area, and the creepy music kicked in? And then you got to the tubes that eventually lead to Maridia, and you realize that it's gotten super dark, and you start noticing all the subtle details like the glow of Samus' visor that's illuminating your way. It's moody, it's evocative, and this sort of feeling permeated the entire game. Reaching a new area was exciting, because you had no idea what was around the corner, but you knew it was going to be new and exciting. That is what gave Super Metroid such a satisfying sense of progression.
Samus Returns has precisely none of that.
The music is terrible
Which kind of goes hand-in-hand with the lackluster atmosphere. It's not aggressively bad; it's arguably worse -- just plain boring. It's generic, "atmospheric" schlock that adds precisely nothing to the proceedings. The lone exceptions are the the Norfair theme and thelater in the game, because they have some actual musical merit. Unfortunately, somebody else wrote those songs decades ago, so I'm not giving credit to whoever lead the charge here.red soil theme
I was thinking back to that story about how that deaf guy at Capcom wrote the soundtrack for Resident Evil: Dual Shock, and that's why we had that basement theme that sounded like somebody farting in a circus. That was terrible music, too, but at least I remembered it.
The controls are clumsy as hell
I did not feel like I had adequate precision at any point in the game. There are a lot of things contributing to this. Being forced to use the circle pad in a 2D games is just nonsense, and the 3DS' uncomfortable form factor doesn't exactly make dealing with it any easier. But then, there's the myriad smaller problems like the delay between when you can shoot and use your counter attack, the clunky touch interface for swapping weapons, the spider ball randomly changing directions on you in tight spaces, the needlessly difficult-to-aim grapple beam, etc. Then you factor in the 30fps frame rate in what's otherwise a fast-paced action game. It adds up, and feels like a mess in those dicier segments where you really need to be in command.
The power-ups are lame
Really, this was just the worst batch of abilities I could imagine. The ice shot is annoying, because you'll end up freezing most enemies, rather than killing them, so they just become an obstacle. The Aeion lightning armor ability is a waste of everyone's fucking time -- you use it to move past those red plants, and that's uh... it. It has no practical use outside of that. The beam burst just makes me angry. It's a more powerful shot that can actually kill shielded enemies, but isn't that why I have missiles?
Wait, why are the missiles so useless, anyway? It looks like you're firing a pea shooter when you use them, and they don't hurt like... any of the armored enemies you would actually hope to kill with them. And they give you so damn many of them -- there's this wild imbalance when scavenging for new items where I would constantly find more missiles, but no energy tanks. But I actually wanted energy tanks, whereas if I had the stock 30 missiles or whatever it was that you start the game with, I would've been just fine. But now, I have more than 100, but no energy for the beam burst that actually hurts enemies. Mother. Fuck.
Anyway, pretty much all of the abilities you get in the game are basically just keycards for locked doors. You'll use them to get past one obstacle, but they rarely increase your ability to explore the world, and they generally don't do much to aid you in combat. It's woefully unsatisfying, and after a while, I lost any enthusiasm for finding new gear, because, well... who cares? That feeling was only amplified once I realized that...
The exploration is a scam
Samus Returns is an illusory Metroid game. It is, for all intents and purposes, a completely linear experience. You trudge through an area, kill the requisite number of Metroids, return to the statue, and move onto the next level... and that's kind of it. There's little to no incentive to return to previous areas once you've finished them, even after you've obtained a bevy of new abilities. You're not going to go back to a previous area and uncover a swath of new territory to explore or some nifty secrets. There are no tantalizing, just out of reach areas to pull you back, and you know in the back of your head that all you're really going to find is more goddamn missiles (which, fuck's sake, nobody really needed or wanted more of, ever.) Samus Returns' idea of exploration is backtracking to open a different colored door. Whoopty fucking doo.
Problem is, this is Metroid's fucking wheelhouse. That's why people have so much reverence for this franchise. It's because the more you play, the more freeing it is. You realize, "oh yeah, I can get through that earlier area now," so you head back. But on your way, you'll realize that the ledge you couldn't reach is now accessible, that the other power-up you got lets you break through that wall you totally forgot about, and then you get sidetracked by this totally different thing that you never expected to pop up. There's cool shit to find and meaningful new spaces to explore just by randomly going off the beaten path.
And hey, I get it -- that's tough to do. That's why so many have aspired to Super Metroid's level of design and fallen short. But you have to at least try, right? That's why the exploration in Samus Returns falls flat. There is no sense of discovery, and even if there was, there would be nothing interesting to find, given how the game doles out its power-ups.
The counter attack was a mistake
Okay, so the counter attack was kind of a cool idea, and the first time you do it in-game, it's pretty slick. By the 3rd or 4th time you do it, it's not. It's fine to give a Metroid game some sort of twist, but when the execution is just "enemies dive bomb you a lot, and you can't really do much about it," you should probably reevaluate. The melee attack shtick gets old in a hurry, and in a Metroid game, I really just want to shoot enemies. I'm a simple man.
I think the developers must've realized this at some point, too, so their solution was to give almost all the enemies armor, so that your guns are pretty much useless. So now, when you encounter an enemy, you should stop, wait for them to come to you, counter them, and then shoot them... like I wanted to do in the first fucking place. It's functional, but it comes at the expense of flow. And it doesn't even work very well, thanks to the clunky controls. You can't counter an enemy on the other side of you by simply hitting the button, but turning around and then countering can take too long. You can't cancel out of shooting to counter, so being logical and firing your weapons to weaken the enemy and countering to finish them off isn't really a viable tactic. The delay after performing a counter, and then using it again takes too long, making it impossible to dispatch two enemies who decide to dive bomb you at the same time. It's a lot of small problems that make the whole thing feel woefully unpolished. Past a certain point, I just wanted to run past enemies instead of getting caught up in their passive aggressive bullshit, but you kinda can't do that, either.
It's one thing to introduce a new combat mechanic into the game, but it's another thing entirely to force me to rely so heavily on it; particularly when it cuts against the the rest of the game's design.
The enemies are annoying and shitty
Which is I'm pretty sure, the direct result of wanting to put the counter mechanic front and center. Your weapons, particularly early on, are just not powerful enough, and then there's all the armored foes that you basically have to counter in order to kill. But did they have to be so goddamn obnoxious, even beyond that? There are slugs that leave behind some green goo that hurts you if you step in it, so they'll randomly block off areas you want to go until you kill them and wait for the green stuff to disappear. Oh, and they're armored, so... deal with that, too. The masses of mosquitoes take an eternity to kill, and damage you quite a bit. You're supposed to use the beam burst to kill them, but honestly... how does that make it any more fun or challenging? The jellyfish looking things that are basically just cannon fodder eventually electrify entire platforms at random, which makes getting from point A to point B in certain rooms a complete pain; again, without adding any fun or challenge.
And then, there are the Metroids. I know they based this on Metroid II, where you had to kill 40 Metroids, but holy shit, it did not have to be this repetitive. There's nowhere near enough variation on the Metroids' attack patterns to justify fighting 40 fucking Metroids. You'll fight one that has the power of electricity, and then you fight one with the power of fire, and... they're the same damn fight. Nothing changes, and there is nothing unique for you, the player, to experience. Eventually, you'll encounter more "sophisticated" Metroids that scurry away to a different room after you damage them, so you have to find them again and restart the fight. I'm guessing the developers played Monster Hunter, saw that they did that exact same thing, and were like "us, too -- we can do this!" Except, it makes no fucking sense here, and makes 40 Metroids feel like 400.
Holy hell are the graphics bad
I mean, just fugly. Art design is subjective, sure, but Jesus, it just looks like crap. Why all the bizarre color palettes? So many sections just seem to use a million different shades of brown and orange, which not only looks like garbage; it results in enemies getting lost in the background. That's just amateurish. The whole game looks painfully low-rez, too, probably because it is, and the gaudy bloom lighting only makes the game more of a hazy, blurry mess. And this runs at an unstable 30fps? Really? If that's the best they can do with the tech, they should've gone back to the (literal) drawing board.
Here's the thing. Super Metroid came out 23 years ago. It looked great at the time, and it looks great now. It runs at basically the same resolution. Samus Returns should've been sprite-based, particularly in light of the hardware constraints. There's always some goober that raises the point that, "well, 2D sprites are expensive, an indie studio like Nintendo can't afford that!" Fuck you. I don't care if it's expensive, I care about the end product... and frankly, that's Nintendo's problem to solve anyway. All I see is this:
You're telling me that more than 2 decades of tech and design advancement lead to that? And that's without factoring in how much more smoothly Super Metroid runs. We could do this same experiment with Metroid Fusion from 2002 or Zero Mission from 2004, and the result would be the same. It's shit.
So, uh...
Yeah. The game has some serious fucking problems. I think it's worth playing for Metroid fans, but I think the only 2D Metroid worse than it is... *shock* Metroid II. If you stripped away the Metroid veneer, you'd be left with another passable indie game where the developers were obviously inspired by Metroid, but clearly didn't get what made it good.
I understand criticising many things about this game but the controls??? That I just can't...
That's one of my biggest complaints actually. The morphball thing is so goddamn annoying. Sometimes jumping, going to morphball, and spiderballing to a wall given the inputs and issues with the 3DS ergonomics made me want to scream at times.
I finished the game. I think it's not a bad game but I don't think it's a great game. Probably some degree of Metroid starvation helps it. The game design just isn't enjoyable to me.
As much as I liked the game, I'm hoping for big changes in the next 2D Metroid regarding powerups.
A lot of missiles. There's a more convenient way to kill them using the first power-up you obtain in the Area.So those laser turret enemies in area 3.. Any way to actually kill those?