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Metroid: Samus Returns Discussion (Nintendo 3DS) [game]
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09/15/17, 14:51 Edited: 09/15/17, 14:58
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@Hero_Of_HyruleI was thinking either that or part of the Chozo were infected with the X parasite. Though with Metroids still on the rampage, they probably wouldn't have shown up right away. There's currently no known living Chozo that we're aware of though, right? The last ones were wiped out on Tallon IV in Metroid Prime? |
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@Hero_Of_HyruleYeah, it's just figuring out what was the reasoning with the Chozo killing their own and if they're still out there, are they good or bad? What if the next game is Metroid 5 where Samus is on the run from the Galactic Federation and gets a signal from the last remaining Chozo who are the ones that left SR388 alive? Though the question still comes down to if they're the good guys or not. Cause then Samus would then be hunted by so many things haha. |
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@Hero_Of_HyruleRegardless, it'll be great if this is finally setting things up for Metroid 5. I can't imagine it being anything else within the timeline. I'm curious how they'll have all of this play out. |
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@VofEscaflowneAdding to that, she would have to piece together a new suit from parts that the Chozo were devlopeing all over their hideout. After all, the Chozo made her original suit, right? That'd be a great way of explaining why there are upgrades lying around that augment her suit; it's because she's stealing them all from the same organization's R&D department. She could fight a boss the uses a new upgrade that she then takes after beating it. Like a lot of the bosses in Prime 2. |
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AM2R looked like some Zero Mission reskin. How is it possibly better than Samus Returns? I don't really buy that. ------ It seems the atmospheric music seems to be (far) better than the more melodic stuff I've heard so far. I also get the weird feeling that maybe the atmospheric stuff was done by the western side while the melodic stuff was Yamamoto? I love Prime music but straight up reusing the 'Item Get' theme and even the 'Defeated Boss Room' seems a bit lazy I must say. They're excellent tracks but I heard em a tonnnn. These are just minor nitpicks in the grand scheme of things. This game is a treasure. It's a joy that it exists, and it's a joy to play. It feels so wonderful to control and move around in this world much like BOTW. Odyssey will surely be the same. ------- @GameDadGrantYes and yes!! |
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100%ed the game.
+Good combat +Particularly good boss battles that are very complex, challenging but fair +Lots of power-ups +Large game world +Dares to change the gameplay mechanics, with generally strong results +Fairly slick interface with how the moves are used, despite the 3DS's awkwardness +Good 3D +Long game, ample unlockables even without amiibo +Enjoyably difficult +Ties into a few other Metroid games nicely
-Environments kind of lack distinction, particularly from area to area -Little to no sequence-breaking -Fairly linear in a macro sense, no backtracking to previous zones needed -Polygonal graphics kind of a double-edged sword -Could use more enemy variety, and the regular mooks are oddly tiny -The best songs are taken straight from Super and Prime
All in all, I really liked it, but I'd actually rank it below most Metroid games. It's on par with the original Metroid II and Metroid Prime 2 for me, but above Other M and Hunters. High 8 or low 9 sounds about right. |
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@Hero_Of_Hyrule(endgame spoilers) In some ways, it was a little odd. On the one hand, it doesn't make a ton of sense from a plot standpoint, that Samus would hang around after her mission with this rare, valuable specimen, putting it in all sorts of danger by bringing it into these zones where you're blasting stuff everywhere. At the same time, it's kind of cute to have the Metroid be your last "upgrade," as it did crunch through those crystalline blocks in the original as well (and it made me theorize that he would be hanging out with Samus when I realized none of my other abilities could break them).
And perhaps best of all, I think it helps the player's attachment to the hatchling grow a bit more when it takes the role as a sort of familiar to Samus, hanging about and helping out and being cute. Ditto for the fun Super Metroid foreshadowing during the Ridley battle. It's kind of a double-edged sword--a little weird in some ways and lacks the quiet subtlety of Metroid II's finale, but has a few upsides as well.One thing I was a bit let down on, and this is related to the " Fairly linear in a macro sense, no backtracking to previous zones needed" note I made above, was that the zones felt one-and-done. Going back to them to get power-ups always would result in no more than a couple screens each. In many past Metroids, going back to an area with a new ability often meant you got to see a lot more of that area. Norfair with the Power Bombs leads to the whole section with Crocomire and the Grapple Beam. Sector 5 late in the game leads to a ruined branch of that area complete with a battle against Nightmare-X. Going to Tallon Overworld after the Gravity Boost leads to a whole crashed frigate ship. I missed that element of discovery; in SR, by and large, what you see was what you got. The game was very large, but it was almost all mandatory on the first run through. |
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