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The SA-X lacks object permanence. How fortunate.
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# ? Oct 29, 2020 01:50 |
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# ? Jun 3, 2024 21:51 |
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Look. I get it. The Space Jump is horrible to control in Super Metroid and drops your jumps almost constantly. But that does not make it automatically terrible in this game. also nettori is an absolute joke of a boss and its core-x is harder than it is
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# ? Oct 29, 2020 03:10 |
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That whole sequence was excruciating to watch lol E: To be fair though, you are right that the whole power outage section of this game is brutal your first time. I too couldn't figure out how to escape those drat flowers at first. C-Euro fucked around with this message at 03:35 on Oct 29, 2020 |
# ? Oct 29, 2020 03:30 |
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C-Euro posted:That whole sequence was excruciating to watch lol 4 more hours of sliding into madness is gonna be something
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# ? Oct 29, 2020 03:33 |
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Nat reminds me of ice mages in Final Fantasy XIV.
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# ? Oct 29, 2020 03:44 |
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The good news is that everything after this bit may or may not be challenging but is nowhere near this type of endurance test. Unless you're going for 100%, some of those pickups are very execution specific.
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# ? Oct 29, 2020 03:59 |
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On the replay one of those flowers took me down to my last e-tank. Also, I had never noticed that the boss was a chozo statue until seeing it here. There's a lot of detail in this game that gets missed on smaller screens, even on a n3dsxl.
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# ? Oct 29, 2020 04:20 |
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Solitair posted:Nat reminds me of ice mages in Final Fantasy XIV. Also: ...! posted:All fast forward deaths count double. The first one counts triple.
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# ? Oct 29, 2020 04:55 |
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NGDBSS posted:Natural20 is, to put it mildly, exceptionally stubborn at video games. I wonder how he would do with Bloodstained. How would he do on demon's souls?
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# ? Oct 29, 2020 05:04 |
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Bruceski posted:The good news is that everything after this bit may or may not be challenging but is nowhere near this type of endurance test. Unless you're going for 100%, some of those pickups are very execution specific. Oh god, I remember one of them requiring good space jump technique. No way Nat's getting that one.
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# ? Oct 29, 2020 05:13 |
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Solitair posted:Nat reminds me of ice mages in Final Fantasy XIV. Ice Mage was actually a legit strat as low level conjurer in pre-4.0 days since you could cross-class blizzard2 to get it at a lower level than a thaumaturge could get it and then pop cleric stance and just kill everything better than the DPS because it was stronger than the enemies were balanced to face. I did that and had at least once where I out-aggro'd the tank and out DPS'd the DPS while also keeping everybody at full HP doing that. Kind like pulling off neat wall jump tricks early on would be good in Fusion. This isn't early on anymore. Learn to space jump, Nat!
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# ? Oct 29, 2020 05:46 |
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Epicmissingno posted:Look. I get it. The Space Jump is horrible to control in Super Metroid and drops your jumps almost constantly. But in this game, the space jump took his beloved wall jump away from him, it must pay
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# ? Oct 29, 2020 06:22 |
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To be fair, imputing a wall jump now does nothing and it makes no sense since Samus could space jump instead. To be even more fair, stop trying to wall jump when you have an infinite double jump. It isn't finicky in the gba games.
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# ? Oct 29, 2020 06:31 |
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For what it's worth, I've noticed for Space Jump sometimes you need to hold down A to get the proper height from it. But yeah, it is really finicky at first. But you'll adapt! ...I say to your past self because you've already recorded everything by now.
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# ? Oct 29, 2020 06:46 |
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I used to think Nettori was legit the hardest boss in the game because of how quick things can go wrong if you fall off a platform until I learned today that you hold the jumping button as opposed to mashing it if you get stuck in the flower pods. Now all I can see is this game's version of the glass tank Mother Brain fights. And yeah, Metroid Wiki says it does indeed resemble one of the Torizo's. To the point that it's name in the original Japanese was simply Chozo statue. I can't remember if the space jump is more or less required for some of the upcoming bosses. What fun this will be to watch.
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# ? Oct 29, 2020 07:22 |
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space jump in fusion is really finicky in my experience. you need to press and hold for a good few seconds before space jumping again.Shitenshi posted:I can't remember if the space jump is more or less required for some of the upcoming bosses. What fun this will be to watch. it makes Nightmare a lot easier, that much i know.
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# ? Oct 29, 2020 11:11 |
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Nat's continued enmity with the Space Jump is just
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# ? Oct 29, 2020 11:50 |
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I blame my Nettori performance on the space jump. By the time I got there I was basically completely tilted by it. It genuinely feels no easier here to me than it did with Super and there are more two sprite wide vertical shafts they want you to go up with it. SugarAddict posted:How would he do on demon's souls? I never played demon's souls but my experience of the first dark souls was running into the basement of a tower over and over again to fight a dude with a mace that oneshot you until I got bored and quit the game.
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# ? Oct 29, 2020 12:56 |
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I too do not like the Space Jump in any Metroid. An "ultimate" powerup should not require that much execution, imo. Yes, the timing is consistent and learnable, I'm just bad at being consistent with timing. So I fully get Nat's frustration. I also hate this boss. It is very much not intuitive how to get out of the flowers. When I first played the game, I would just reset when I fell in. For the first phase, find a steady rhythm of using power bombs to clear out the pollen, shoot a few missiles, power bomb again, rinse repeat. Then try and dodge the plasma shots perfectly so they wouldn't knock me in. I'm not counting it as a "hard" boss per se, I just really hate its design personally. Natural 20 posted:I never played demon's souls but my experience of the first dark souls was running into the basement of a tower over and over again to fight a dude with a mace that oneshot you until I got bored and quit the game.
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# ? Oct 29, 2020 14:00 |
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I was not expecting this area to go well. This is definitely one of the most oppressive sequences in the game, and your reluctance to dodge definitely isn't doing you any favours. I remember it took me quite a while to get used to the Space Jump in this game (I think this was the first Metroid I played, and I had no idea how it worked); I got stuck in Yakuza's room for a while just trying to get out. That said, I do think it feels pretty good once you get used to it, there's a rhythm you can get into (I think I remember it being something like only pressing the jump button when Samus is heading downward?) and it might be worth practising because some of the later bosses really do expect you to use it to dodge. (I know there's no use trying to talk to past-you since this has all been recorded, but still.) Nettori is a really weird boss. It's not very difficult once you get past the "agh how do I get out of the flowers" (I remember having trouble with this too, it is a bit counterintuitive how to get enough jump height), since it's stationary and all its attacks have straightforward counters, but those flowers have definitely killed a lot of players. I'm hoping this isn't ruining the game for you, you really don't sound like you're having a good time any more.
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# ? Oct 29, 2020 14:25 |
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Simply Simon posted:I too do not like the Space Jump in any Metroid. An "ultimate" powerup should not require that much execution, imo. Yes, the timing is consistent and learnable, I'm just bad at being consistent with timing. So I fully get Nat's frustration. What timing? In the GBA games, space jump will trigger anytime you press the jump button during the downward phase of a spin jump, as long as you're not trying to wall jump because hell if I know why*. That's not a timing window, that's a timing glass panel the size of an airport runway. *This one I agree is finicky because it makes no sense but you can just not wall jump (it does take me a couple minutes to adjust every time to be fair). Some powerups may have really tight timing requirements (that room in Zero Mission) but simply going upwards at a steady clip is easy if you wait the peak of the jump before pressing the button again.
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# ? Oct 29, 2020 14:33 |
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Omobono posted:during the downward phase of a spin jump
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# ? Oct 29, 2020 14:46 |
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The Space Jump is the way it is because it's meant to be an exploration power up, not a combat power up. It gives you the ability to fly infinitely, but it's awkward enough that when it comes to fighting enemies, you still need to rely on basic platforming ability instead of flying over stuff like it's a Kirby game. This isn't accidental at all: by the time Fusion came out, this was the third game with the Space Jump, and if they wanted to change it, they would have. Additionally, Metroid is already very overloaded with its control scheme: a context sensitive shot button, movement and aiming being on the same controls, two types of jump optimized for both horizontal platforming and vertical traversal. It's actually much more straightforward in terms of usability to add in a powerup that says "jump infinitely" than one that says "we're going to change how a major button works after you've spent most of the game getting used to it". It's absolutely fine to not like using it, but the Space Jump is serving some very specific roles in the way it works, and I'm not sure other options would have played as well in the larger context.
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# ? Oct 29, 2020 15:48 |
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Rosalie_A posted:The Space Jump is the way it is because it's meant to be an exploration power up, not a combat power up. It gives you the ability to fly infinitely, but it's awkward enough that when it comes to fighting enemies, you still need to rely on basic platforming ability instead of flying over stuff like it's a Kirby game. This isn't accidental at all: by the time Fusion came out, this was the third game with the Space Jump, and if they wanted to change it, they would have. I think I'm going to refer back to Symphony of the Night here which I think has a superior method of progression in terms of movement tools for exploration. You get a jump, followed by a double jump which is context-less, in that you can jump freely after the first jump instead of requiring you to be falling. And then you eventually get to turn into a bat and fly around freely, but taking a hit will drop bat form. I don't know how you'd translate that to Metroid, but the bat achieves functionally the same purpose as the space jump but absent the execution requirement. That being said I will happily admit that I am in a tiny minority when it comes to difficulty with the space jump. It's just such a problem for me that it actively brings down the rest of the game.
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# ? Oct 29, 2020 18:58 |
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The problem is that you can't do it while standing still which makes it an absolute bitch for narrow vertical pathway. You need to move slightly forward, then jump backwards to get in there. I honestly see no reason not to combine the space jump and wall jump. In open spaces yeah it's great. Come to think of it, Prime basically did that.
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# ? Oct 29, 2020 19:26 |
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I forget, does Metroid Fusion allow you to selectively disable specific suit upgrades the way Super did?
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# ? Oct 29, 2020 19:35 |
Seraphic Neoman posted:Come to think of it, Prime basically did that.
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# ? Oct 29, 2020 19:46 |
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anilEhilated posted:Didn't Prime just turn it into a regular double jump? ...I may be thinking of the screw attack.
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# ? Oct 29, 2020 19:47 |
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Yakuza/Nettori/Space Jump destroyed his mind. The Nightmare will destroy his soul
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# ? Oct 29, 2020 20:46 |
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W.T. Fits posted:I forget, does Metroid Fusion allow you to selectively disable specific suit upgrades the way Super did? No, it definitely doesn't. I don't remember if that mechanic ever came back, but it certainly wasn't in any of the GBA games.
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# ? Oct 29, 2020 21:17 |
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Explopyro posted:No, it definitely doesn't. I don't remember if that mechanic ever came back, but it certainly wasn't in any of the GBA games. I thought it might have been in Zero Mission?
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# ? Oct 29, 2020 23:03 |
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Quackles posted:I thought it might have been in Zero Mission? Zero Mission had a suit gear display screen similar to Super Metroid but I can't remember if it let the player turn stuff on or off. Fabulousity fucked around with this message at 23:16 on Oct 29, 2020 |
# ? Oct 29, 2020 23:14 |
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Zero Mission had a debug function to toggle non-suit upgrades, but it was dummied out for the release. In case you are curious, there is a romhack here that reenables that and a bit more.
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# ? Oct 29, 2020 23:51 |
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I don't normally like seeing an LPer get frustrated but after a pretty long couple of days the latest video was incredible. Much appreciated gentlemen.
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# ? Oct 30, 2020 20:57 |
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drat. Git gud, scrub.
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# ? Oct 30, 2020 22:58 |
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W.T. Fits posted:I forget, does Metroid Fusion allow you to selectively disable specific suit upgrades the way Super did? I really liked this feature in Super, for whatever reason.
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# ? Oct 31, 2020 00:50 |
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# ? Oct 31, 2020 01:09 |
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Glad you remembered your ABCs Always Be Charging. Also shocked just how much Nightmare refused to stop swirling around at the worst locations to do damage.
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# ? Oct 31, 2020 01:32 |
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Given how much you hate using space jump, you are doing surprisingly well in this fight. It's just that Nightmare has way too much hp.
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# ? Oct 31, 2020 01:38 |
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# ? Jun 3, 2024 21:51 |
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you are doing very well.
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# ? Oct 31, 2020 01:40 |