What did you think of Samus Returns?
Would you like to see Sakamoto work with Mercury Steam again?
What did you think of Samus Returns?
Would you like to see Sakamoto work with Mercury Steam again?
I liked it a lot but it had some flaws. I hope they are already working on the next 2D Metroid.
for Switch I hope
>Would you like to see Sakamoto work with Mercury Steam again?
Of course
A more open, less segmented world, and maybe get rid of the counter attack and it'd be perfect.
>Would you like to see Sakamoto work with Mercury Steam again?
no
the counter feels great tho
I definitely liked it, but I was a little surprised by how many flaws it had in retrospect
I'm probably in the minority for not really minding the counter attack
>What did you think of Samus Returns?
Shit game because it's on a system I don't own and not on Switch.
>maybe get rid of the counter attack
They won't
Go back to Prime.
I really liked the varia and gravity suit in it.
I thought it was pretty darn good but they should have streamlined the Metroid hunt a little more. Just mix up the encounters by having you fight two or three Metroid types cooperating. I personally don't mind a little bit of "go here do thing" every now and then but Metroid is still the only Metroidvania that should be a maze first and a set of keys and locks second. If the true Metroid 5 actually shows up on Switch I'll lose my shit.
Side note: What the fuck kind of control scheme is useable for Zero Mission with a keyboard? This shit is a nightmare.
>What the fuck kind of control scheme is useable for Zero Mission with a keyboard?
The one where you plug in your Xbox controller via the USB port.
I think I preferred the controls in AM2R
360 aiming looks flashy, but in practice it's more annoying than cool
not being able to use the d-pad instead of the circle pad is a huge bummer too
sound quality seems kinda ???
wasd for movement, enter for jump ' for shoot,, [ and ] for l and r, and whatever you want for start and select, I guess
I've yet to play it but AM2R's controls are pretty much identical to ZM's, right?
Good remake content-wise and art-wise. Controls are perfectible and AM2R does a better job in that regard (also, no shine pack).
As for the second question, I dunno. What I really want to see again in a 2D Metroid is a level design with a good replay value through several degrees of lecture like Zero Mission, where you can sequence break at multiple times (getting the Varia suit earlier, beating Ridley before Kraid, skipping the Imago by getting a super missile tank via shine pack, etc.). I am not convinced Mercury is up to that task. However, I can get behind a Fusion remake by them (that what's they initially wanted to do before Nintendo decided to remake M2, I think).
Yup, with the same good ol' "secret" techniques (shine pack, walljump, multiple bombs at once with morph ball).
>that what's they initially wanted to do before Nintendo decided to remake M2, I think).
Correct.
nintendoeverything.com
Not entirely sure what changes Fusion would benefit from aside from skippable exposition.
...
not really, there is no dedicated diagonal aim button (which is fucking dumb because ZR/ZL are unused on the n3DS), there's 360 aim, and press to morphball
Nope.
The physics are a very close approximation of Zero Mission's, but the controls are completely customizable. You can use Super's controls, Zero Mission's controls, or even a mix of the two.
He said AM2R, not SR.
oops disregard
youtube.com
Watch some of these and then tell me that Fusion can't benefit from changes.
I enjoyed everything but the Diggernaught segments. They were all hot fucking garbage.
not him, fusion does not need a remake at all, just focus on new games whether it's metroid 5 or some other side game
Diggernaught was fine. Stop listening to Dunkey.
To be honest, the idea is okay, it's just that it stretches for so long.
t. Dunkey
Oh I agree. It doesn't NEED a remake, but you can't say it wouldn't benefit from one.
I'd be much happier with a new game, for sure. X-Fusion is all I need in terms of a Fusion remake.
>too long
But it's just a couple of tunnels that take less than a minute each.
That's probably why Metroid II was given priority. Jumping the gap from Nintendo's first handheld generation to its latest has done a lot for the game.
I fucking loved it. It was a bit too linear to stack up to, say, SM, but it worked considering it was a handheld game.
I really really hope Prime 4 can stack up. This could be a good couple years for the series.
it's like 2 minutes max
if this was made by some random indie shitter Sup Forums would be spamming threads calling this goty.
this is a fantastic game
Sorry, I was talking about the boss fight.
all Metroid games are linear besides Metroid and Super
youtube.com
Holy shit I need this in my life
That's literally the only reason Yahtzee didn't like it. He seemed unable to pick up on the indirect storytelling, despite him praising Hollow Knight for the very same thing.
Linear in the sense that there's a goal you're working towards, but the feeling of exploration is still there.
Game was very mediocre, MercurySteam needs to die
ZM
Post personal rankings
ZM > SR > Super > Fusion > 2 > Metroid
>indirect storytelling
You need a lot more meat before you can start fanning the indirect storytelling pass. Hollow Knight doesn't get to use it either.
I thought it was great. People complain about the repetitive bosses and overall linearity, but those are largely a result of it being a Metroid 2 remake. Not that those aren't problems, but I enjoyed it a lot regardless. I feel like Sakamoto and Mercury Steam can be trusted to work on new games in the future. Heck, it'll probably turn out even better than Samus Returns since it wouldn't be held back by Metroid 2's inherent flaws.
Linearity != inherent flaw
sakamoto x jose
It is for a Metroid game to a lot of Metroid fans. Most of the games, even if they are presented as linear, have sequence breaks and moments of exploration.
>What did you think of Samus Returns?
Deeply flawed game that prioritized action over exploration.
Compared to modern Metroidvania it's unsatisfying and outdated, the secret-finder becomes a crutch, bosses were flat-out boring, progression is underwhelming, dated 240p resolution.
I can't sing much praise
>Most of the games, even if they are presented as linear, have sequence breaks and moments of exploration.
Only Metroid/ZM and Super have any organic sequence breaking in them.
>Compared to modern Metroidvania it's unsatisfying and outdated,
Modern Metroidvanias are higly derrivative and often more linear than not.
Good thing you said most.
Name all the modern Metroidvanias as derivative and linear as Samus Returns that are in 240p.
>this faggot again
>i can't argue a single point so i'll call him a faggot
I get it, NeoGAF is burning down, but don't come here.
Hollow Meme was okay, but nowhere near as memorable as SR.
Strider is linear as shit but it's the only one I can think of where you're railroaded for half of the game and it's short as shit.
A shitty Flash game, wow.
This.
Please don't insult Samus Returns like that
>no compelling reason to hunt all the Metroids
>combat is tedious, and eventually begins to disrupt the natural flow of exploration
>>no compelling reason to hunt all the Metroids
are you retarded?
The game fails at simple storytelling and instead goes "It's ok because so did a GAMEBOY game!"
Not an argument.
The game literally says why.
Don't blame the game because you can't understand the most basic shit.
>The game literally says why.
He means the exposition is lackluster and doesn't really detail why the PLAYER should care. Really it has a pretty poor story, definitely something that needs improving.
It's a job and the game makes it clear that this is the only remaining option.
>the game makes it clear
It doesn't do a very good reason
>It's a job!
Nah, that's a pretty weak motivation for the player.
The story is definitely something that should be improved for the next game.
>Samus is being paid to do it
>It's shown through visual storytelling that there's no fucking way the Fed soldiers would be able to do it
>Samus (And thus players) know first hand just how dangerous Metroids are and can be when exploited
>The metroids are so disruptive to the ecosystem you see huge migrations and creatures desperately fleeing metroid-infested areas
The game does a poor job motivating the player and KEEPING them motivated.
Sure but the next one has to be more ambitious.
Is that code word for good?
>you see huge migrations and creatures desperately fleeing metroid-infested areas
You don't actually see this at all.
I really need to replay ZM and Fusion to refresh my memory.
I played Super for the first time not long ago and it really is a superb game, but Maridia killed all my wishes to finish my replay playthrough.
I liked it, but make Metroid 5 on the Switch with crisp 2D spritework instead, as with The Mummy Demastered.
loved it
would like to see them work together again.
did you see samus returns on the best-selling section on the eshop guys?
It was ok. Overall pace was too slow, the counter move was really poorly done and slowed the combat down, baffled by the decision to not have the screw attack kill everything in 1 hit, the awful gimped wall jump, poor enemy variety, and not enough non-metroid bosses. Metroids that ran away from you and changed rooms were just annoying. Diggernaut goes from neat to tedious very quickly, the music inferior to AM2R but a huge margin, the only good mix is the lower brinstar one. High heels on the gravity suit made me want to puke. I thought I'd have a much bigger problem with Aeon powers, but honestly I thought they were ok, and the scan pulse is good. Shame we wont ever get a good pixel game again but the 3D models weren't too bad. Overall I'd give it a flat 7/10. Not sure how I feel about Mercury Stream working on another one, but they demonstrated that they can at least make a competent Metroid game that feels good to play.