FloweryMarston
Member
was that diggernaut boss a quadraxis inspiration? holy fuck
Really? I felt like it was way too scripted to be considered good, usually Metroid bosses let you brute force them if you can't figure out the "trick" or specific counters, but this one had very rigid phases, which means the player is forced to do exactly the same thing every time.
It's basically Mercury Steam injecting one of the shittier aspects of Mirror of Fate into Metroid and as expected it was spectacle over design.
was that diggernaut boss a quadraxis inspiration? holy fuck
This is my issue with the fight. There's like no room for error, which is made all the worst given there's so many damn phases to the fight.I just beat Diggernaut and I honestly don't know how to feel about that fight.
On one hand, the boss fight definitely pushed me to the limits and while it's patterns are difficult to grasp at first, they are never truly unfair (although, Phase 3 dragged on and on).
On the other hand, that fucking damage is obscene.
Diggernaut was definitely the most frustrating boss in the game for me. I did eventually pick up on its patterns but damn did it take long.
Diggernaut was definitely the most frustrating boss in the game for me. I did eventually pick up on its patterns but damn did it take long.
On the other hand, that fucking damage is obscene.
So, (post-credit spoiler)Mercury Stream working on a Fusion remake as we speak?
This is my issue with the fight. There's like no room for error, which is made all the worst given there's so many damn phases to the fight.
That said, once you get the patterns down and you beat him with no damage taken, it's a euphoric feeling, one I've only gotten from the Souls games.
I beat the game today. I loved it. After AM2R and this I hope there's a Metroid 2 remake every year moving forward, lol.
So, (post-credit spoiler)Mercury Stream working on a Fusion remake as we speak?
I beat the game today. I loved it. After AM2R and this I hope there's a Metroid 2 remake every year moving forward, lol.
So, (post-credit spoiler)Mercury Stream working on a Fusion remake as we speak?
I believe they wanted to make a fusion remake originally, but Nintendo put them on Metroid 2 instead. Would be a cool remake, but I wonder if it would continue to stay on 3ds to reuse assets.
I kind of like to imagineas a "what if" scenario and not something that definitely happened either way, since it's fairly inconsequential in the grand scheme of things and that helps wave away the tonal changes but appreciate the quality of the fight.the Ridley fight
Also edited, edit yours again and it never happened!
Finished it just about an hour ago, 100%.
It was great to play a Metroid game again, and it was a challenging experience at that!
Something I really liked was the focus on the Metroid organisms again, after them being sidelined in most games in the series. Here, their threat is apparent - they can evolve beyond reason, transforming into gargantuan killing machines of offensive potential. The Omega Metroids in particular were monstrous and fearsome.
(The Metroid scholar in me constrasts their evolution to the transformation exhibited in the Metroid Prime organism. While the Metroids of SR388 evolved in bulk and brawn, the lone Metroid in the Chozo crater evolved into intelligent, exotic matter. Despite their differences, both evolutionary paths produced creatures with a tremendous capacity to kill).
What keeps hovering at the forefront of my mind is this: On the Game Boy original, our imagination fills in the gaps between the pixels. In my mind, it was Samus' darkest journey, into the depths where barely any light reached. There was no map, no guidance - just the lone bounty hunter in a maze of indistinct caves and ruins. The deeper she went into that ancient pit of evil, I felt, the less likely she was to ever return. Finally getting to the glass laboratory of the Chozo, suspended above a tremendous chasm, felt like the discovery of a unspoken secret.
Samus Returns loses a lot of that imagined atmosphere for me. It is bright and colourful. It is alive and loud. It has puzzles and structure and light and excitement. And while it has a great many things to be proud of - the oppressive, choking, bewildering, grim and lonely atmosphere I felt while playing the original Game Boy release, is completely absent.
There's a piece of fan-art by Stevietat which is close to my imagined atmosphere of Metroid 2 for the Game Boy. Maybe this will help illustrate how I feel:
which is a bit of a contrast to Nintendo's vision of the remake:
In conclusion, it's a very fun game, and the best official Metroid experience in far too long. But it's not how I will remember the story of Samus exploring SR388. That will always be the original release and the atmosphere I imagined as I played it, the hopeless, tortured journey through the depths of the darkest planet in the universe.
Great post as usual Mama. I agree about the feel being way off (while at the same time recognizing that this was still a great Metroid experience, easily the best since Corruption). It was the same as with Zero Mission- A great game for sure, but something was lost. Those original games... They CHOKED you. They made you feel TENSE. Alone and afraid. I really hope they leave Super alone, partly for that reason. It doesn't need to be remade anyway.
That concept art is awesome by the way!
Please someone from MS, just dump those uncompressed textures!
problem is, all but one of those games since Super were made for handhelds where you have to design the color-palette for clear readability which then ends up with bright colors and high contrasts. if this game had been made for Wii U or Switch, it would not have been as "bright," I bet ya. but of course, the spectacle would've still been there.
Quick question. Is there anyway to backup my save to my PC with eshop games?
Metroid II was for Game Boy.
The Fusion manual detailed that first.As is typical for Metroid anything interesting about the story was subtly hinted at in concept art. Is this the first point in any of the games where it's been revealed that the chozoI feel like I knew that before somehow but can't remember which game it would have been in.created the Metroids, specifically that they did it as a counter to the X-parasite?
Some more HD screencaps
Please someone from MS, just dump those uncompressed textures!
The Fusion manual detailed that first.
Before my next picture dump, I just wanted to say, screw the 3DS screen forever. So many details in the background that I didn't notice or just didn't look that good that now look great in 1080p
Before my next picture dump, I just wanted to say, screw the 3DS screen forever. So many details in the background that I didn't notice or just didn't look that good that now look great in 1080p
The game plays amazingly on my 360 controller, can only imagine the Pro Controller or split joycon mode. The only real thing that needs some tuning is the textures, that's pretty much it (well and the cost of porting over to a whole new system)I see no reason why this game can't be ported to the Switch later on.
A system which notably lacked colors.
personally never felt that in gb, only irritation and annoyanceIt also lacked more complex graphics and sound chips of course that we have now some 25 years later. Yet they still managed to convey a palpable sense of tension and dread completely absent from this game.
I just beat Diggernaut and I honestly don't know how to feel about that fight.
On one hand, the boss fight definitely pushed me to the limits and while it's patterns are difficult to grasp at first, they are never truly unfair (although, Phase 3 dragged on and on).
On the other hand, that fucking damage is obscene.
It also lacked more complex graphics and sound chips of course that we have now some 25 years later. Yet they still managed to convey a palpable sense of tension and dread completely absent from this game.
I assume the boss I last fought was Diggernaut (I lost quickly and turned it off... not in disgust, I just didn't know what I was doing and Cuphead and the SNES Classic arrived shortly after). I do think the game has picked up quite a bit in the two areas leading up to this boss fight, but without question this game totally fucks up with the damage enemies do. Everything, even common enemies, hit you like freight trains and to compensate for that the game has you just restart boss fights immediately after losing. There is an alarm when your health is low, but it's meaningless because I never hear it. I don't keep my eye on my health much because it's Metroid and I've come to rely on that alarm, but everything in this game takes off gigantic chunks of health so you're rarely low on life, you generally have a lot left and you get one-shotted. It's such a flaw in the game and rather than fix it, they just build the rest of the game off of it to compensate -- you get tons of health from enemies and can even pick up a lot against many bosses, and you have to use the melee counter constantly because actually engaging with enemies is just too dangerous given their damage output.
I'm sort of shocked that Mercury Steam and Nintendo doubled down on this flaw. It's such a fundamental issue with the game. I don't hate Samus Returns and I do recommend it for fans of the series but the idea this is the best Metroid ever -- are you guys playing the same game I am?
This is the big issue, there's no tension or dread because you just die immediately, like it's a Mario game or something. Death is more of a shock than an annoyance because it just shoves you back to where you were before you died. No consequence, no warning -- it totally misses what death is supposed to mean in a Metroid game.
Eh... I started Super Metroid immediately after Samus Returns. Doesn't take long to get used to the older games.Tried going back to Zero Mission. Couldn't do it. The controls and mechanics of this game just spoiled me rotten. There's just no going back now...
What keeps hovering at the forefront of my mind is this: On the Game Boy original, our imagination fills in the gaps between the pixels. In my mind, it was Samus' darkest journey, into the depths where barely any light reached. There was no map, no guidance - just the lone bounty hunter in a maze of indistinct caves and ruins. The deeper she went into that ancient pit of evil, I felt, the less likely she was to ever return. Finally getting to the glass laboratory of the Chozo, suspended above a tremendous chasm, felt like the discovery of a unspoken secret.
Samus Returns loses a lot of that imagined atmosphere for me. It is bright and colourful. It is alive and loud. It has puzzles and structure and light and excitement. And while it has a great many things to be proud of - the oppressive, choking, bewildering, grim and lonely atmosphere I felt while playing the original Game Boy release, is completely absent.
There's a piece of fan-art by Stevietat which is close to my imagined atmosphere of Metroid 2 for the Game Boy. Maybe this will help illustrate how I feel:
which is a bit of a contrast to Nintendo's vision of the remake:
In conclusion, it's a very fun game, and the best official Metroid experience in far too long. But it's not how I will remember the story of Samus exploring SR388. That will always be the original release and the atmosphere I imagined as I played it, the hopeless, tortured journey through the depths of the darkest planet in the universe.