Coming up on 150 hours in Zelda. I'm at the point of clean-up where I look up the stuff I'm missing, make a list, and look up the general locations. The game might be starting to lose steam for me. I'm close enough to seeing all the non-obscene, 100% content though. Might be able to do it all this weekend if I continue non-stop playing.
Metroid Prime 2
This one I just beat, it was the original GameCube version with HD texture pack. I bought it Day 1 back in the day but never finished it and kind of remembered it as equal amounts brilliant and frustrating. After revisiting Prime 1 recently, I was bound and determined to finish this one and my impression stands after beating it. It's often brilliant, tons of fun and just great. At the same time, I found it frustrating too often, overly complex and obtuse and lacking the flow of Prime 1.
Complaining about backtracking in a Metroid game seems ridiculous at first but Prime 2 takes it to an absurd level. There often is no elegant nor speedy way to get to a far-flung place unlike earlier entries. The main issue though is that the dual world approach will often have you backtrack through the same shit seemingly a million times just to get back to a portal. Those rooms are often stuffed with complex enemies that can be run & gun tackled and sometimes they're combined with platforming and attacks that can knock you out of said platforming. Sanctuary Fortress for example is kind of a marvel of level design but the more time you spend in it, the more the dual world approach becomes a fucking chore.
Then there are the bosses. They somehow get worse as the game progresses with the one, two punch of the final boss being questionable as hell design-wise imo.
It's a weird game overall. I'd often absolutely love it because the basic formula is still amazing but there are many overly complex additions on top that only take away from the prior game's great flow. A great example is the room where you get the screw attack. There's this whole back and forth between light/dark and portals but it feels like an annoying waste of time rather than a clever puzzle and I remember thinking...okay, why, so I can watch that animation/load screen for the millionth time several times in a row?
Still, I'd be hard-pressed to give it anything lower than a 7/10 because the Prime 1 base is so fucking strong.
Agreed on some of the light-dark world traversal but the more modular design should have made backtracking easier overall. Temple Grounds is the overall hub but as you progress through the game you can unlock shortcuts that connect the other regions directly. Seekers open up a path between Agon and Torvus, Power Bombs open up shortcuts from Sanctuary to the other two, and obv. Light Suit opens up direct teleports between all the main energy controllers. Prime 1's rough here by comparison - a point that was hammered home to me when I played the Remastered release and didn't get Space Jump first like I do every time I played the GCN release. You have to make *3* trips across half of Magmoor, across the exact same rooms, after clearing the Chozo Ruins. By the end of the game, some areas just don't connect directly at all too. There's an appeal to that kind of design too but the lengthy trips if you want to get anywhere can be a hassle.
Some of the design in Echoes could be cleaner though, yeah. The devs clearly wanted to play with the other world mechanic but the long loading times tended to make things more tedious. Maybe it would have been better if the transitions were faster but I don't think they had that luxury on the GCN hardware. Those games are built to keep only two rooms loaded at a time, and Retro already was cutting corners as is to keep the game running smoothly. Notice how two, large rooms are never directly adjacent to each other? On original hardware, you can crash Prime 1 relatively easily by Boost Balling too quickly through some of the connecting tunnels in the Chozo Ruins (interestingly, I don't think this ever happened to me in Phendrana).
A little surprised to hear you don't like some of the endgame bosses. I'll give you Emperor Ing as I've never been a fan of his flailing tentacle form that didn't like lock-on or his final form that always seemed to have some non-deliberate obstruction blocking his vulnerable spot, but most of the other endgame bosses are pretty cool. Spider Guardian and Power Bomb Guardian are fun puzzle fights, Quadraxis is commonly cited as a favorite among fans for its scope and grandeur, and Chykka... isn't quite late-game but it's
my favorite fight in the game for how fast-paced and involved the second phase is.