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Great Beer
Jul 5, 2004

It's the third best Metroid prime game on the DS, behind MP Pinball and the MP Hunters demo.

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LividLiquid
Apr 13, 2002

Your hand is going to hurt rather a lot if you don't take a lot of breaks and nothing of consequence to the rest of the series happens in it.

It's only called "Prime" because it's first-person.

Augus
Mar 9, 2015


Xenomrph posted:

Onward to Metroid Prime Hunters on the DS (played on a New 3DS XL).

Anything I should know about this one?

temper your expectations, the single player campaign is pretty underwhelming. the multiplayer was the stand-out feature of the game but that's long dead

Blackbelt Bobman
Jul 17, 2004

I don't need friends! I've been
manipulatin' you since the start!
All so I can something,
something X-Blade!


Xenomrph posted:

Metroid Prime Remastered CLEARED.

65% completion, 15:14 on the clock.

Onward to Metroid Prime Hunters on the DS (played on a New 3DS XL).

Anything I should know about this one?

You die if you fall down too far and the single player consists mainly of platforming sequences. Have fun!

Lemming
Apr 21, 2008
Probation
Can't post for 11 hours!
Find and use an original DS thumb strap it rules

Big Bizness
Jun 19, 2019

I want to play Zero Mission. Is there one of those rom patches anywhere to improve the music quality? There's an "uncompressed" version of the OST on YouTube that sounds better and I'm wondering if there's anything like that for the ROM.

Also, any recommendations for a GBA emulator?

LividLiquid
Apr 13, 2002

mGBA works well for me, though I've done no research to see if there's anything better.

Xenomrph
Dec 9, 2005

AvP Nerd/Fanboy/Shill



I kind of suspected that the different beam icons in Metroid Prime were hand symbols, but it’s pretty rad that Samus’ character model is literally doing them in the suit.

https://youtu.be/_H6dyjQyws8

Ardryn
Oct 27, 2007

Rolling around at the speed of sound.


Big Bizness posted:

I want to play Zero Mission. Is there one of those rom patches anywhere to improve the music quality? There's an "uncompressed" version of the OST on YouTube that sounds better and I'm wondering if there's anything like that for the ROM.

Also, any recommendations for a GBA emulator?

Bizhawk is the best emulator I've seen period, it is a bit of a combo emulator like retroarch but is nowhere near as buggy or a pain in the rear end to setup. Doesn't hurt that it can play almost anything short of modern consoles and larger old consoles like the PS2, Gamecube, or Wii.

cheetah7071
Oct 20, 2010

honk honk
College Slice
Over the course of the last few weeks, I ended up playing all the Metroids except the DS spinoffs and Other M. I probably should have been liveposting in here cause most threads love that sort of thing, but alas. I figured I'd write up my opinions on them at least, and possibly drop some Hot Takes in the process. Games are listed in the order I played them.

Metroid Prime (remaster): Wow! I had modestly fond memories of this game from when it was new (I think I got it shortly after prime 2 came out), but my memories were seriously underselling it. Looking over the series as a whole, this is the only game that I think really captures the world structure Super has (besides Super itself, of course). The game did a great job of making you figure out where to go next using your brain, without being either handholdy or obtuse--a difficult balance to strike (with the possible exception of where to go after spider ball being a bit too hard). The remaster of course nailed the controls, as everyone knows, and the individual rooms were a lot of fun to move around in, with a ton of the oh-so-crucial feeling of old rooms becoming easier and easier as you get more powerups. Pretty much the only whiff is that impact crater is kind of lame, but they pretty obviously just ran out of time there.

Metroid Dread: I didn't buy this when it came out, but heard all the hype--and, since I was in a Metroid mood, figured why not? I ended up with sort of mixed feelings. It was a joy to move around, and the boss fights were utterly sick, but the constant one-way doors were serious buzzkills. I get that there's sequence breaks you can do with advanced tech, but I felt like every time I tried to go exploring, I was cut off by a one-way path--either one that had closed behind me earlier, or one I'd stumble on when I was trying to go my own way and accidentally went the intended path without realizing. Eventually I just accepted that I was along for the ride, knowing that I'd eventually end up missing my chance to explore, because it was too frustrating when I kept being cut off. However, that ride was a great one. I don't think it really sold much of the titular feeling of Dread (getting checkpoints before every EMMI room took the tension out of them in a really unfortunate way) but it did sell a great feeling of a scrappy underdog biding her time until she was ready to kick rear end.

Metroid 2: I played this next mostly on a whim, because it was the only easily-emulatable one I hadn't played yet. I had heard it was a game with some neat ideas, but which doesn't really hold up because the gameboy just wasn't powerful enough for Metroid. I think that's completely wrong. The game was a truly magnificent experience, and even at the end of my journey, it's my favorite. It's a horror game far more than Dread is. The tiny little gameboy screen makes you alternately claustrophobic (in the narrow corridors where you can barely see anything) and agoraphobic (in the gigantic caverns that dwarf your field of view). The all-black background really sold the idea that you're in untrodden caves in the depths of a hostile planet. The mounting tension when you find a metroid husk, and wonder if you can handle it or if you should go back to refill on health. The sudden adrenaline spike when you expect a routine fight but, when you approach the metroid metamorphoses into a new form. Not having a map and only being able to see a few feet in front of your face means that *anything* could be up ahead--a feeling they reinforce in a number of different ways. I hope I've convinced the people who haven't to play it now, so I'll spoiler tag the rest, because I think it's truly incredible to experience blind. The one metroid that appears *before* its husk. The powerup that attacks you. For the first half of the game, the map is very cleanly split into three chunks: the downward spine of the planet, where heroic music plays, the chozo ruins, in vast caverns, where you find powerups, and the narrow tunnels, where metroids make their nests and the "music" is unsettling electronic beeps. Then they start breaking those patterns--first, metroids start appearing in the ruins. Then they start appearing in the 'spine'. Then the ruins stop appearing altogether, and the enemies other than metroids start disappearing. The game never tells you how many metroids you need to kill per zone, so it's a complete surprise when an area you don't expect to have any metroids turns out to have them. The sudden spike in the metroid count right at the end--and the way that you can only have one beam at a time, so you probably can't even hurt larval metroids! So you run through them to the other side, and find a broken chozo statue, holding another copy of ice beam. Every step of the way you're reminded that SR388 is the metroid's planet, and you're an interloper, a hunter, someone who doesn't belong. And at the end, when the baby hatches, Samus decides to be merciful. The tension is lifted. There's no more enemies. The music is calming. You just have a moment of introspection to consider how much more comforting mercy is than killing. It's so good!!! Play Metroid 2, I'm begging you. It doesn't even control bad! I have to imagine people who say it's aged poorly either didn't give it a chance or just went "well, it's not like Super, which is How Metroid Is Now."

AM2R: I went right in for this after 2. Despite being a fan game, it duplicated the controls and movement of Zero Mission and Super flawlessly. Shinesparking is a blast in this one. But I feel like ultimately, any attempt to make Metroid 2 more like Super Metroid is a bit of a whiff. They did their best to keep the atmosphere, but having a map, and being told the number of metroids in each zone, having real music instead of weird electronic beeps, and having a big field of view takes a lot of the tension out of it. It was still a great game, but a little disappointing as an adaptation. It's certainly incredibly impressive for a fan game though, and better than a number of official games.

Metroid Zero Mission: This just sort of felt light-weight. Not much to it. It was a fun little romp over in a few hours where you're taken on a guided tour of Zebes by the chozo statues. Maybe it'd hold up better on replays where I try harder to break off the path and sequence break, but I sort of felt like on a first play it lacked both the fun navigation puzzle Metroid usually has, while also not having much that stands out in my mind in the individual rooms. Nothing terrible about it, but I've already mostly forgotten everything before Mother Brain. Of course, after Mother Brain is really cool! The feeling of having to play a stealth game and dodge enemies you'd normally crush easily, until you get your suit back and have a victory lap over their graves, is an incredible one.

Metroid Fusion: I had played this back in the day, and remember not liking it much, for reasons I don't think will be a surprise to anyone. The computer talks to much, and it's really annoying how zones you aren't supposed to be in are completely locked off. And I also get why anyone in 2002, who hasn't had a Metroid since 1994, would be intensely disappointed that this was what Nintendo put out. However, going in knowing what it is, I found that I actually really really liked it. Rather than navigation being completely braindead, I think the fact that you're locked into a relatively compact zone made them feel free to go all out in making that zone confusing. They're like zelda dungeons--you're never confused about which one you're supposed to be in, but there's still plenty of ways to get lost inside them. The answer to each conundrum is inevitably to find the breakable block, but I feel like it does a great job of letting you use your brain to figure out where the breakable block is. There's no X-ray visor, because you don't need one, because you can always puzzle it out by thinking logically about the spatial layout of the area. And ironically, despite only one sequence break existing in the game, it's the only game in the series where I found it lol. And with all those words about the gameplay out of the way, the more important thing: the atmosphere is incredible. SA-X is badass, and it's super tense whenever she's on screen. The way the station feels like it's slowly breaking down, with elevators turning off and doors being blasted open. The zone where the X don't show up until you open the locks and let them in. The ice X that specifically target Samus' weaknesses. Metroid keeps coming back to being a horror game, and when it nails it, it nails it.

Metroid Prime 2 (original GCN): This was my least favorite of the bunch. There's a good chance that that's due to playing this with gamecube controls, when I played the other Primes with other control schemes. The world structure was fine, but I just sort of felt like a lot of the individual rooms kind of sucked. It had just enough story that the fact that it was boring was annoying. The fact that you don't get any offense upgrades between hour 2 and hour 8 or so meant that fighting enemies remained a chore even in rooms you'd been through a million times. Managing ammo was annoying--not because it was hard, but because it was so easy that it was just pointless busywork to select a beam every time you destroyed a crate. About half the bosses kind of sucked. I didn't really hate the game but there's not much I loved, either. Dark Samus was cool. The third zone had a great aesthetic.

Metroid 1: I tried this but it was too brutally hard. Not even the thing everybody mentions of destructible blocks being hard to find, just the enemies were insane. I tried it for about an hour and gave up.

Super Metroid: I played this on Wii VC back in the day, but for whatever reason it didn't make much of an impression on me. I can only assume I was a big idiot, because this game is still the goat. I went into it last week expecting it to be a good game overhyped by nostalgia, but nope. It really is that good. I think about the only complaint I have in the entire game is that it's kind of annoying to switch between so many projectile types with a single button. The game does so much so well that was seemingly forgotten by the rest of the series. The controls were successfully duplicated (or even improved on) in future titles, but in just about everything else, Super takes the cake. Bosses are the exact right balance where they're hard, but in a way where you can choose whether you want to overcome the challenge with skill, or by exploring and finding more powerups first. In Zero Mission, it felt like even passing exploration would make you so powerful that you could just mash missile and win. In Dread, the bosses did so much damage that you were forced to learn them like a dance, and it almost didn't matter if you powered up because even at full upgrades they'd still wipe the floor with you if you didn't git good. Super strikes the perfect balance. And the world design is perfect for making sure you'll never be lost for too long without holding your hand with explicit hints. Crateria and Brinstar form a big loop so you'll go through the same rooms over and over to get anywhere, which means the areas you can't access yet get seared into your mind--you'll remember that grapple point leading to the wrecked ship because you've seen it a half dozen times before you get the grapple beam. Norfair is a miniature version of the same idea, with the very first room being a corridor with a bunch of doors branching off of it so you'll see the blocked paths several times to let them stick in your mind. Wrecked ship, Maridia, Kraid's lair, and lower Norfair are all respites from the global exploration puzzle, as you're dropping into self-contained zones that you can complete on your first visit, before returning to the core of the world with more equipment and a boss kill under your belt. It's really astonishing how perfectly they nailed the feeling of finding your way--not being told your way, and not being so stumped that you stumble onto the path, but using your brain to figure it out. Just about the only misstep is the infamous glass tunnel leading to Maridia. Absolute classic game, and one that modern games could still learn from, because so many seem not to have internalized its lessons.

Metroid Prime 3 (primehack): First off, primehack is sorcery. I don't know how they managed to make it feel like a native PC game, but I'm glad they did. Just do yourself a favor and bind turbo A to a button so you don't give yourself an RSI mashing left click. Anyways, I think of Prime 3 as the Twilight Princess of Metroid. This isn't some weird own on either game, I just think they're very similar games. They both absolutely nail the atmosphere, and have great individual rooms, but (seemingly intentionally) abandon the idea of finding your way as a core pillar of their respective series. (Nearly) the entirety of Prime 3 is set up as a linear series of rooms, where the correct door to go through is the only one you have access to that isn't the one you came in from. That is a bit saddening, but in exchange, they polished those rooms until they shone. Just about the only part of the game I didn't enjoy was the cringy NPCs, who are on-screen mercifully rarely.

Samus Returns: I went into this expecting it to be a fine game that did not in any way capture the essence of Metroid 2, and, I was completely right. It's a fun game. Mercury Steam knows how to make a kickass boss fight and how to made Samus control well. But reading through my effusive praise for 2, I think there's only one thing I mentioned there which is still in Samus Returns. It either fundamentally misunderstood the game it was remaking, or intentionally decided it would rather emulate the tone of Super. The biggest offenders, in my mind, are area 5, where the backgrounds are lush and green and friendly-looking, and everything after the Metroid Queen, which just utterly massacred the original. I don't regret my time with it or anything, but this is a forgettable remake of an all-time classic.

And here's all my hot takes in the form of an easily-quotable image:

Augus
Mar 9, 2015


cheetah7071 posted:

Metroid 2: I played this next mostly on a whim, because it was the only easily-emulatable one I hadn't played yet. I had heard it was a game with some neat ideas, but which doesn't really hold up because the gameboy just wasn't powerful enough for Metroid. I think that's completely wrong. The game was a truly magnificent experience, and even at the end of my journey, it's my favorite. It's a horror game far more than Dread is. The tiny little gameboy screen makes you alternately claustrophobic (in the narrow corridors where you can barely see anything) and agoraphobic (in the gigantic caverns that dwarf your field of view). The all-black background really sold the idea that you're in untrodden caves in the depths of a hostile planet. The mounting tension when you find a metroid husk, and wonder if you can handle it or if you should go back to refill on health. The sudden adrenaline spike when you expect a routine fight but, when you approach the metroid metamorphoses into a new form. Not having a map and only being able to see a few feet in front of your face means that *anything* could be up ahead--a feeling they reinforce in a number of different ways. I hope I've convinced the people who haven't to play it now, so I'll spoiler tag the rest, because I think it's truly incredible to experience blind. The one metroid that appears *before* its husk. The powerup that attacks you. For the first half of the game, the map is very cleanly split into three chunks: the downward spine of the planet, where heroic music plays, the chozo ruins, in vast caverns, where you find powerups, and the narrow tunnels, where metroids make their nests and the "music" is unsettling electronic beeps. Then they start breaking those patterns--first, metroids start appearing in the ruins. Then they start appearing in the 'spine'. Then the ruins stop appearing altogether, and the enemies other than metroids start disappearing. The game never tells you how many metroids you need to kill per zone, so it's a complete surprise when an area you don't expect to have any metroids turns out to have them. The sudden spike in the metroid count right at the end--and the way that you can only have one beam at a time, so you probably can't even hurt larval metroids! So you run through them to the other side, and find a broken chozo statue, holding another copy of ice beam. Every step of the way you're reminded that SR388 is the metroid's planet, and you're an interloper, a hunter, someone who doesn't belong. And at the end, when the baby hatches, Samus decides to be merciful. The tension is lifted. There's no more enemies. The music is calming. You just have a moment of introspection to consider how much more comforting mercy is than killing. It's so good!!! Play Metroid 2, I'm begging you. It doesn't even control bad! I have to imagine people who say it's aged poorly either didn't give it a chance or just went "well, it's not like Super, which is How Metroid Is Now."

:yeah:
Metroid 2 owns

TaurusOxford
Feb 10, 2009

Dad of the Year 2021

cheetah7071 posted:

It's so good!!! Play Metroid 2, I'm begging you. It doesn't even control bad! I have to imagine people who say it's aged poorly either didn't give it a chance or just went "well, it's not like Super, which is How Metroid Is Now."

I mean it has aged poorly. It's not AS badly outdated as NEStroid but there's a good reason why many fans sought to remake it with Zero Mission's assets back in the day (even if AM2R was the only one to go the distance).

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
My memories of Metroid II are mostly being very monotonous more than anything. The first two metroid forms aren't actually very threatening or exciting, but they're tucked away all over the place, so hunting them down is more of a chore than anything. When the zetas show up it briefly becomes very intense, but there are only a few of them and the omegas are kind of a dud despite a very clever introduction.

Also, that final ice beam is easily accessible before you encounter the OG metroids and anyone who's played a Metroid before is going to understand the implications immediately. The gauntlet you ran wasn't intentional, you just picked left instead of right and didn't check out the road untaken.

The ending was legitimately cool though, especially for games of that era. It probably does kind of get a bad rap, but I think every main line Metroid other than M is better. It's certainly a much more fully realized game than Metroid I but that's about all that I can give it.

cheetah7071
Oct 20, 2010

honk honk
College Slice

the holy poopacy posted:

Also, that final ice beam is easily accessible before you encounter the OG metroids and anyone who's played a Metroid before is going to understand the implications immediately. The gauntlet you ran wasn't intentional, you just picked left instead of right and didn't check out the road untaken.

Yeah I know you can access that room from the other side, but the path to the metroids is much easier to access than the path to the ice beam and I expect most players will do them in that order, even if they don't do exactly what I did.

WHY BONER NOW
Mar 6, 2016

Pillbug

cheetah7071 posted:

Over the course of the last few weeks, I ended up playing all the Metroids except the DS spinoffs and Other M. I probably should have been liveposting in here cause most threads love that sort of thing, but alas. I figured I'd write up my opinions on them at least, and possibly drop some Hot Takes in the process. Games are listed in the order I played them.


You fool! You UTTER DOOFUS!! You didn't put AM2R in your tier image

cheetah7071
Oct 20, 2010

honk honk
College Slice

WHY BONER NOW posted:

You fool! You UTTER DOOFUS!! You didn't put AM2R in your tier image

Oh yeah the tiernaker didn't have it and I forgot to say in words. It's in A tier.

TaurusOxford
Feb 10, 2009

Dad of the Year 2021
Now just take Echoes out of C tier and all will be forgiven. :colbert:

ExcessBLarg!
Sep 1, 2001

cheetah7071 posted:

And here's all my hot takes in the form of an easily-quotable image:

I've been a Metroid fan for 30 years and was day-one on the main-line series games from Super on*, and I agree with all of these takes, especially Metroid II.

* except Other M, which I bought day one and then left in its shrink wrap after the initial backlash. Only just now am I fully ready to "enjoy" it.

ExcessBLarg! fucked around with this message at 02:48 on Mar 13, 2023

cheetah7071
Oct 20, 2010

honk honk
College Slice
I'm sure if I played it with trilogy or primehack controls it'd go up a tier. Consider it a tax for gamecube controls

ExcessBLarg!
Sep 1, 2001

TaurusOxford posted:

I mean it has aged poorly.
I think with the EJRTQ Colorization it's pretty darn good. (If not, I prefer the GBP palette/screen to the partial-colorization of the GBC.)

The biggest issue getting into it for most folks is the lack of map, but that itself probably has more to do with expectations around how it should play based on how traversal works in the three Zebesthian Metroids.

cheetah7071 posted:

Yeah I know you can access that room from the other side, but the path to the metroids is much easier to access than the path to the ice beam and I expect most players will do them in that order, even if they don't do exactly what I did.
Huh? After going through the ceiling above the final save point you have three options:

Left: Gauntlet
Middle: Ice Beam
Right: Energy/missile recharge

So you can easily get the ice beam in preparation, but sure if you happen to swing a left then gauntlet.

cheetah7071
Oct 20, 2010

honk honk
College Slice

ExcessBLarg! posted:

Huh? After going through the ceiling above the final save point you have three options:

Left: Gauntlet
Middle: Ice Beam
Right: Energy/missile recharge

So you can easily get the ice beam in preparation, but sure if you happen to swing a left then gauntlet.

The left and right ones are easier to get into because you can spider ball right up the wall into them. All three are kind of a pain to access with space jump iirc. So my thought process is that the middle room is hardest to get into and most likely to be saved for last. Idk maybe thats just not true. The cool part is the contents of the rooms anyways, even if I lucked into a really tense order to hit them in

Nate RFB
Jan 17, 2005

Clapping Larry
When I did my replays in the lead up to Dread I was also honestly pretty impressed with original Metroid II, a game I played in the 90s one time and liked well enough but never revisited seriously since.

That said the other take away I had from that run of replays is that I might actually prefer NES Metroid over Zero Mission (or Fusion for that matter). You need a map (which are easy to find) and are probably better off using a strategic save state in place of the passwords to just avoid having to refill energy but otherwise it ticks so many boxes in terms of atmosphere, music, and art direction for what I wanted out of a NES game and I'll probably go to my grave saying it's actually kind of underrated all things considered.

Nate RFB fucked around with this message at 13:23 on Mar 13, 2023

Sailor Goon
Feb 21, 2012

Metroid II does tell you how many Metroids are left in a zone. All you have to do is pause the game :eng101:

cheetah7071
Oct 20, 2010

honk honk
College Slice

Humongous Pear posted:

Metroid II does tell you how many Metroids are left in a zone. All you have to do is pause the game :eng101:

what the gently caress

i take it all back, trash game

Augus
Mar 9, 2015


the metroid nest is one of the coolest areas in a metroid game and I will never forgive samus returns for what it did to it

Bleck
Jan 7, 2014

No matter how one loves, there are always different aims. Love can take a great many forms, whatever the era.
I agree with all of those takes except for Metroid Prime 2, which is in my top three.

ExcessBLarg!
Sep 1, 2001

cheetah7071 posted:

The left and right ones are easier to get into because you can spider ball right up the wall into them.
Oh, huh, you did that.

Sometime between the fourth area and the end of the game I got gud with space jump during my first playthrough eons ago and legitimately didn't think to tackle that area any other way over dozens of subsequent ones.

Nate RFB
Jan 17, 2005

Clapping Larry
Metroid II is also the only Metroid that I got the best time ending on and it was completely unintentional which was very funny.

No Dignity
Oct 15, 2007

Prime 2 is my favourite but it does feel like a throwback to a lost levels-style sequel where it's designed to be a challenge to veterans of the firsy game. The hostile world design and bleaker visuals really work for me but I can imagine if you wanted something more along the lines of the first game it'd be a bit of a disappointment.

Also I never knew about primehack for Prime 3, I might actually finally do a full run of that game if I can get it working on Dolphin with mouse and keyboard!

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

That's a good write up and I also am a metroid 2 lover, but I put prime 2 alongside it tbh - its the only prime that ever comes close to a horror game imo and I kinda prefer it's sort of bleak aimlessness to prime 1's Super nostalgia.

That said I'm also a prime 3 apologist so my opinions are suspect.

Augus
Mar 9, 2015


in some ways I actually like Echoes more than Prime 1

Icon Of Sin
Dec 26, 2008



Sanctuary Fortress is one of the coolest levels across the entire franchise.

No Dignity
Oct 15, 2007

Icon Of Sin posted:

Sanctuary Fortress is one of the coolest levels across the entire franchise.

One of the coolest in gaming. The art design in that game was on another level, especially the dark world mirror environments. It's one of the most evocative game environments I've ever been in

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Prime 2 rules, it does have its issues but I think its highs are higher than any other Prime's. It's also very bold with how hostile it makes the dark world, and I admire that in a game.

TaurusOxford
Feb 10, 2009

Dad of the Year 2021

No Dignity posted:

One of the coolest in gaming. The art design in that game was on another level, especially the dark world mirror environments. It's one of the most evocative game environments I've ever been in

It's gonna be a drat crime if those rumors are true about Prime 2 and 3 getting less-effort remasters, as their art design would benefit from a proper remaster FAR more than Prime 1 did.

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.
I'd really really be interested in Prime 2 with remaster controls. I never got round to Trilogy on my Wii U and pointer controls just make everything so much smoother.

I feel like that will really help how incredibly slow the game feels when you're moving from light point to light point at what feels like an absolutely glacial pace.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Natural 20 posted:

I'd really really be interested in Prime 2 with remaster controls. I never got round to Trilogy on my Wii U and pointer controls just make everything so much smoother.

I feel like that will really help how incredibly slow the game feels when you're moving from light point to light point at what feels like an absolutely glacial pace.
I played the hell out of Prime 2 on Wii and it really, really does. Being able to just flick your wrist a bit and shoot a well-targeted shot onto the next light orb without ever stopping the platforming feels amazing. It also really helps that my first Wii playthrough was a replay, so I knew by that point that I absolutely did not have to wait in every light zone to let my health sloooowly regenerate.

bladeworksmaster
Sep 6, 2010

Ok.

I unfortunately came from my pre-Dread marathon of Metroid liking 2 the least of any of the games. I just found it frustrating and clunky, but I also think I dislike it more because the sound design gave me a legitimate headache and I rate everything lower as a byproduct. Easily will take either remake over it any day of the week.

Metroid 1, meanwhile, I ended up playing through Metroid Planets which ended up giving me a way better appreciation for the game, enough that I replay it every now and again. Having a bonus harder game in Planet Novus is also a great time.

Xenomrph
Dec 9, 2005

AvP Nerd/Fanboy/Shill



I have the Prime Trilogy on the Wii, should I play Prime 2 and 3 next or hold out for a remaster?

If I should play them, how easy is it to get a handle on the Wii controls?

Also you guys weren’t lying when you said Hunters is a little rough on the hands, I’m really missing having dual stick controls.

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TaurusOxford
Feb 10, 2009

Dad of the Year 2021

Xenomrph posted:

I have the Prime Trilogy on the Wii, should I play Prime 2 and 3 next or hold out for a remaster?

If I should play them, how easy is it to get a handle on the Wii controls?

Also you guys weren’t lying when you said Hunters is a little rough on the hands, I’m really missing having dual stick controls.

You might as well play them now. As for ease, the Wii controls are very intuitive.

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