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I thought they were carried by their incredibly good level design as much as anything else. The aesthetics were sublime but it wouldn't have have had close to the resonance it did if it didn't have a strong gameplay core
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# ? Jan 12, 2024 10:50 |
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# ? May 29, 2024 07:24 |
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No Dignity posted:I thought they were carried by their incredibly good level design as much as anything else. The aesthetics were sublime but it wouldn't have have had close to the resonance it did if it didn't have a strong gameplay core Yeah that's true enough. When the Prime remaster came out, I noticed a lot of newer players were expecting something more kinetic - like someone said before, the genre's funnelled towards having a high technical ceiling and lots of mobility options and so on, so I don't know if people want another Prime game where you trudge around the world like a robot and all the bosses are basic Zelda whack-a-mole stuff. Whether it's 2D or 3D, I really want the next game to shake up the upgrades - not "move the morph ball further down the upgrade chain" but go wild with new and different abilities.
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# ? Jan 12, 2024 11:21 |
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Super Metroid had the option of turning off upgrades that I don’t believe was ever fully exploited. You never really needed to unless you were handicapping yourself. Having a low-grav biome where High Jump was a liability or another biome where speed booster and plasma ignited the environment could be fun. I mean there are certain upgrades that never make sense to turn off but I wish Super leaned into that more and other games expanded on.
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# ? Jan 12, 2024 15:38 |
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There are like 2 places in Super where I used to turn off the high-jump boots as a kid because I'd otherwise hit the ceiling and miss a jump. Also Super is the only game that has reserve tanks, which I know have some niche use for speedrunners or whatever but for 99% of players they're pointless.
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# ? Jan 12, 2024 15:44 |
I'm old and lovely, so while I enjoyed the challenge of Dread, it's nice to play Super and be a giant tank lady who wrecks everything. I love that old Nintendo Power article that showed Samus as a 6'3, 198lbs powerhouse. She didn't need to dodge poo poo.
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# ? Jan 12, 2024 20:22 |
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Fusion turning that around and having a monster hunt Samus with her original OP powers was a lot of fun.
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# ? Jan 12, 2024 20:28 |
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I would love to see a modern remake of Fusion that amped up the SAX a bit instead of it being only in 1-2 predefined segments. Though I guess to some degree that is just the robots from Dread except not necessarily insta-kill.
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# ? Jan 12, 2024 20:31 |
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ImpAtom posted:I would love to see a modern remake of Fusion that amped up the SAX a bit instead of it being only in 1-2 predefined segments. Though I guess to some degree that is just the robots from Dread except not necessarily insta-kill. Resident Evil 2 but with Ms. X instead of Mr. X
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# ? Jan 12, 2024 22:14 |
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the holy poopacy posted:Yeah, Super Metroid came out relatively late in the SNES era and most big titles had pivoted away from bullshit difficulty, Nintendo even more than most. SMB3 and SMW were vastly easier than SMB1 (let alone the original "Lost Levels" SMB2.) Nintendo can and did design games to be accessible and beatable (if not necessarily easily) for casual players. One thing I've seen talked about by game designers is false pressure. That is, the game making you feel like you're at the edge of your rope to give you the excitement of a comeback victory, without actually making you repeat things too much. An example used was the original Plants Versus Zombies, where you get a bonus "life" in every lane with the lawnmowers, but the zombies getting through once still feels like enough of a loss to increase the adrenaline high. It's part of why life systems can be very good. You "lose a life" and feel like you're in the poo poo now, but since you've got, like, eight more you can still get through and enjoy victory. Nintendo's done a lot of work on those lines, and the final fight in Super Metroid demonstrates it fairly well. If you got that far, it's hard to lose, but you still feel like you're struggling for every inch. The wires show more on replays, as is pretty much inevitable, but it's a good game all the same.
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# ? Jan 13, 2024 01:46 |
SettingSun posted:Fusion turning that around and having a monster hunt Samus with her original OP powers was a lot of fun. Yeah, that ruled. I didn't generally like the structure of Fusion with all the and being ordered around (and Other M made all of that worse retroactively), but that first SA-X sighting told me everything I needed to know about the SA-X: it's a clone of endgame Super Metroid Samus and it will wreck my poo poo. Building up the strength to fight it was a great carrot to chase. The EMMI didn't work for me because they were like, "here's this new enemy. It is made of Space Aluminum XQ2 and it is crazy powerful, so you should fear it. Also they look loving stupid." The EMMI are Jiren from Dragon Ball Super, basically. Shine fucked around with this message at 02:27 on Jan 13, 2024 |
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# ? Jan 13, 2024 02:20 |
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Right. If the EMMIs did one thing wrong is that late game Samus was still no match for them. They were still utterly invincible. There should have been a final fight where you can go toe-to-toe with one without resorting to tricks or hyper beams. Just a straight-up, "You got me good at the beginning but I'm not that person anymore" throwdown. The fact that you could hurt/defeat Raven Beak (who literally manhandled the first EMMI per the wall art) but not any of the EMMIs themselves isn't quite a plot hole but is hard to reconcile.
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# ? Jan 13, 2024 03:30 |
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Being able to fight an EMMI normally near endgame or whatever would've been a good swerve.
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# ? Jan 13, 2024 06:12 |
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Yeah, murdering the last one in a cutscene was nice but not quite the same. They always could have done both; have a real fight against the penultimate one to show how far you've come, then have one more that just gets deleted without a fight to show you've gone even further beyond.
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# ? Jan 13, 2024 06:26 |
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I have to assume that an EMMI fight was cut from the game along with a bunch of other boss fights we know were cut and replaced with infected chozo
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# ? Jan 13, 2024 14:34 |
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FooF posted:The fact that you could hurt/defeat Raven Beak (who literally manhandled the first EMMI per the wall art) but not any of the EMMIs themselves isn't quite a plot hole but is hard to reconcile. And Raven Beak was still able to defeat Samus in non-Metroid superpower combat. There's a whole cutscene right before she becomes too angry to die where he taunts her about this. She uses Metroid power to defeat powerbomb EMMI and Ravenbeak.
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# ? Jan 13, 2024 18:20 |
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kaschei posted:What wall art? They mean the unlockable art, one of which shows Raven Beak after he just curbstomped the now-broken EMMI that you run into in the game.
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# ? Jan 13, 2024 19:12 |
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TaurusOxford posted:They mean the unlockable art, one of which shows Raven Beak after he just curbstomped the now-broken EMMI that you run into in the game. Yes, that’s the one. I presume it means Raven Beak actually fought it (his arm cannon is still smoking) and didn’t rely on subterfuge. Again, it would have been nice for Samus to beat one fair-and-square toward the end.
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# ? Jan 13, 2024 22:49 |
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I guess narratively Dread doesn't want to be a story about the fun and empowerment of upgrading yourself with cool new weapons, and it might be intentional for the EMMIs to end in an anticlimax, since at the end, Samus's battle rage transmutes her into a monster. Becoming stronger came at a cost. Not that I think Dread was particularly making a good narrative decision with that. Metroid is great with atmosphere, but I'm not sure I really like the stories. Might have to replay to form a better idea about it. Metroid Fusion took a more conventional angle on that with the stalking, looming threat of the SA-X becoming the final boss fight, and that wasn't very fun to me. I don't think that Metroid's mechanics are very good for extended battles with a same-size enemy. (although a large part of my difficulty was the fact that the game locks you out of collecting the rest of the upgrades if you get too close to the final boss). Maybe they could've done a thing with the EMMI's plugging into a larger, more fightable master system? Another Mother Brain? Technically you do kill most EMMIs in more of a puzzley system, maybe they could've had a big more puzzley boss? The Omega Cannon is also kind of a shaggy dog story. FooF posted:The fact that you could hurt/defeat Raven Beak (who literally manhandled the first EMMI per the wall art) but not any of the EMMIs themselves isn't quite a plot hole but is hard to reconcile. It might be funny if you could kill an EMMI if you dished out the same amount of damage that Raven Beak takes.
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# ? Jan 13, 2024 23:01 |
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No Dignity posted:Metroid ahotuld either kill or completely rework space jump imo, in the 2D games it basically just ends platforming outside of shinespark puzzles which is just a net negative There's an LP going right now of a Super Metroid romhack where the Space Jump gives you an extra jump when you find it and then there's expansions for more. We'll see whether getting all of them makes it infinite, but I really like this as a tradeoff.
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# ? Jan 14, 2024 05:59 |
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dread already had you getting a double jump as a stopgap before getting the space jump later on getting rid of the space jump entirely would suck. part of the fun is traversal getting easier as you progress in the game.
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# ? Jan 14, 2024 06:18 |
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There's a reason the Igavania Space Jump equivalent launches you up like a rocket instead. Doing big vertical rooms with the Gravity Boots/Griffin Wing never gets old.
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# ? Jan 14, 2024 07:14 |
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I never really thought of this, but I don't really understand why not one game gave us a jetpack instead of an awkward Jump Forever upgrade. You're tellin' me she looked at pirates in jetpacks and didn't want one?
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# ? Jan 14, 2024 19:01 |
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LividLiquid posted:I never really thought of this, but I don't really understand why not one game gave us a jetpack instead of an awkward Jump Forever upgrade. Prime 2 kinda did and it was sick
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# ? Jan 14, 2024 19:07 |
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No Dignity posted:Prime 2 kinda did and it was sick I do remember it being super fun, though. 'Bout the only enjoyment I got out of that game.
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# ? Jan 14, 2024 19:38 |
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TaurusOxford posted:They mean the unlockable art, one of which shows Raven Beak after he just curbstomped the now-broken EMMI that you run into in the game. To be the tiniest bit fair, Raven Beak literally has the hyper beam for his arm cannon, so of course he can hurt the emmis in the same way Samus can when she has an equivalent (temporary) power up.
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# ? Jan 14, 2024 19:45 |
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The Dread race at GDQ was super fun.
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# ? Jan 18, 2024 02:54 |
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Is it possible to kill Drogyga before Kraid? In the arena with everything but the diffusion beam, and I can't get the buttons to lower the water level.
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# ? Jan 25, 2024 20:07 |
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Inspector Gesicht posted:Is it possible to kill Drogyga before Kraid? In the arena with everything but the diffusion beam, and I can't get the buttons to lower the water level.
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# ? Jan 26, 2024 07:02 |
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replaying super metroid and man it's crazy how good this game is. flawless.
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# ? Jan 30, 2024 04:43 |
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hughesta posted:replaying super metroid and man it's crazy how good this game is. flawless. Except for the god-awful default control scheme, but that can be changed at least.
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# ? Feb 2, 2024 06:04 |
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Mind over Matter posted:Except for the god-awful default control scheme, but that can be changed at least.
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# ? Feb 2, 2024 06:07 |
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Xenomrph posted:If I’m going to play on Switch emulation, what’s the best control scheme? Or can I not change it? In which case, welp, lol Luckily it's changeable right in the game itself, so you can do it on the Switch yes. (But not in the SP version, because that one throws you directly into a game in progress instead of the title screen.) My personal recommendation is something a little closer to Dread's control scheme: Y to shoot, B to jump, A to dash, X to item cancel. But really pick whatever works for you, I just know I could never play will with the default setup myself.
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# ? Feb 2, 2024 06:16 |
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Mind over Matter posted:Except for the god-awful default control scheme, but that can be changed at least. The only thing I want from a Super Metroid remake is the original game with a modern control scheme.
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# ? Feb 2, 2024 14:33 |
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You are wrong to want that. 25 years of speedrunning excellence have proven that Super Metroid's controls are beautifully nuanced.
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# ? Feb 2, 2024 15:06 |
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Xenomrph posted:If I’m going to play on Switch emulation, what’s the best control scheme? Or can I not change it? In which case, welp, lol My biggest thing is changing one of the shoulder buttons to run with the other one being aim diagonally up (or down? I can’t remember). Then do B jump, Y shoot, A item and X item cancel. I wish SM had the ability to hold a shoulder button and then hit up or down to aim diagonally, that’s really nice in the later games.
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# ? Feb 2, 2024 15:08 |
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I can't really find a defense for the weapon switching. Everything else being adjustable saves the rest of the controls from criticism.
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# ? Feb 2, 2024 15:09 |
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DoctorWhat posted:You are wrong to want that. 25 years of speedrunning excellence have proven that Super Metroid's controls are beautifully nuanced. you can Speedrun deeze nuts, I shouldn't have to twist my fingers into a pretzel just to switch weapons
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# ? Feb 2, 2024 15:43 |
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SettingSun posted:I can't really find a defense for the weapon switching. Everything else being adjustable saves the rest of the controls from criticism.
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# ? Feb 2, 2024 15:46 |
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Saying something is fine for speedrunners seems to me like it's basically the opposite of saying something is good in day to day play among the masses. Speedrunners would dance on razors if it was the way to take half a second off their best time. Which is fine, more power to them. Doesn't mean the rest of us want to slice our feet up, though. Edit: That said, I agree that the ability to customize most of it goes a long way in this case. Mind over Matter fucked around with this message at 06:46 on Feb 3, 2024 |
# ? Feb 3, 2024 06:43 |
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# ? May 29, 2024 07:24 |
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I strongly recommend moving "weapon select" to a face button, and moving "weapon cancel" to select. You press weapon select a lot more often, so it should go somewhere easier to reach. I don't make any changes other than that, the defaults work well once you get used to it.
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# ? Feb 3, 2024 08:59 |