What did you think of Samus Returns?
How would you rank the 2D games?
Would you like to see the Aeion abilities return?
How about the 360 aiming?
And the counter attack?
What would you like to see in Metroid 2d/10?
What did you think of Samus Returns?
How would you rank the 2D games?
Would you like to see the Aeion abilities return?
How about the 360 aiming?
And the counter attack?
What would you like to see in Metroid 2d/10?
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It's called Dread
Not anymore
The Metroid amiibo is probably the single best one they will ever make
...
>How would you rank the 2D games?
Super > Metroid NES > Fusion > ROS
>What would you like to see in Metroid 2d/10?
Metroid Dread (Metroid 5)
Oh yeah forgot about the yarn ones. I'd say they are on the same level as the squishy metroid
Yeah they are both my favorites too, along with the 8 bit Mario and Link.
8 Bit Samus when
>Would you like to see the Aeion abilities return?
>How about the 360 aiming?
>And the counter attack?
Obviously.
Mechanically the game was fantastic. It was only held back by being a Metroid 2 remake, with its shitty linear progression and repetitive bosses.
It's so nice, the metallic paint on the base of the capsule, the cracked glass, the cute af metroid with squishy top.
It's almost the only amiibo I have and I didn't expect them to make the effort to have different materials in one piece.
>8-bit dual pack with Samus and the original green haired zero suit Samus
I liked Samus Returns.
But I can't rank the 2D games. I like each and every single one of them for different reasons. They're all the best to me.
I would not like to see Aeion abilities return, as fun as some of them were.
360 aiming wasn't that bad. I wouldn't be opposed to it's return.
I wouldn't be opposed to the Melee Counter returning, but only if less emphasis was placed on it. It doesn't seem optional at all in Samus Returns, as it's often the fastest way to kill enemies, whether you're actually countering, or just freezing enemies and smacking them.
I don't have any expectations for Metroid 5. Whatever happens, happens.
Kraid pill me on Other M. Is it really that bad?
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>original green haired zero suit Samus
You mean original brunette, right?
Thanks. Just started the franchise after beating Samus Returns. Finished everything except the Prime Trilogy and Other M. Guess I'll just watch a play through of Other M to know what happened and save myself $20.
>It doesn't seem optional at all in Samus Returns,
I never usedit past the first 30 minutes.
Freeze + missile is much better than freeze + jab, aeion plasma beam is much faster against normal enemies you can't freeze and Metroids rarely survive enough to give you the chance to counter.
No. Ignoring the amount of cinematics, the game had great gameplay and fantastic fanservice. It's mainly only hated because it's not another Haloid.
Don't fall for the bait, people.
Self moderate for once in your lives.
How well does it work on citra?
It can't behepled, Metroid fags are retarded.
Eh whatever, green hair was the one they used in SR so I'd imagine that would be used again.
Zero Mission = Super Metroid > Fusion > SR > Metroid > Metroid 2
Samus Returns was a great game, but it was held back by being a Metroid 2 remake. All the new mechanics were great, especially the 360 aiming, but the overall sense of exploration and repeat bosses were still disappointing. Never returning to old areas to open new paths and find new things unless you want to go item hunting just weakens the feeling of exploration and Metroid experience as a whole, even Fusion had you returning to old areas and discovering new things all the time and that was the game that literally had someone railroading you.
Also I felt like the upgrades were all clumped together. You went to a new area, got like 3 upgrades in the span of 10 minutes, then just explored the whole area and only found metroids and missile upgrades. I wish the important stuff was more spread out.
as far as i know, not fully playable yet.
Just watch the cutscenes online to experience truely how bad it was. There is nothing redeemable about the gameplay even in a "so bad it's good" way. At least the cutscenes you can get some enjoyment out of if you just imagine the whole story is being recounted by a Space Pirate who actually has little to no information on how the events actually went down.
Retsupurae did a full viewing of the cinematics that's on youtube which is pretty entertaining if you like them.
I should also mention to save other M for ABSOLUTELY LAST.
Do not waste ANY time you could be spending on a good Metroid experience. Wait until you are completely out of content.
I liked every single addition, however I could do without Aeon in future 2d games. It was nice as a sort of gimmick to set SR apart, but all in all they felt really tacked on and things like the scan pulse or time manipulation just aren't as satisfying as map rooms or the speed booster imo.
I LOVED the counter ability though. Especially on bosses, the way the game gets all cinematic for a few moments goes a long long way in immersion. I'd like to see it tweaked though so it's a bit more fluid in gameplay. Maybe make it so you can counter enemies at any time instead of having to wait for them to attack, but as a trade off have it do no damage, just have you roll over or dodge the enemy and autoaim
What should the Netflix show be like?
>Would you like to see the Aeion abilities return?
Yes, but not the radar/sonar, it make the game so damn easy to navigate, i just stopped using it in the second area of the game. That made the game way more engaging.
>How about the 360 aiming?
Probably the best new addition of the game, it feels so natural, a great improvement of the combat.
Bu i think that they should have lest in the game a button(like ZL/ZR to block the aim in diagonals, like classic metroid, because running and shooting in diagonals it's still useful.
And the counter attack?
Worst new additio. Worked great for bosses, added an interesting new mecchanic to them, but make the rest of the game a bit tedious and slow.
You need it to kill 2/3 of the enemies, and even with the plasma beam, it's hard to kill tough enemies, they charge at you before you can kill them. They also nerfed the screw attack, slowing down the gameplay even more...
What i like to see? A button for the morph ball transformation, it's awesome how good it is once you used it in AM2R, and it's the only thing i real missed in SR, despite the game had few ways to implement it(touch screen or ZL ZR).
why does the SA-X look so much better than Samus does in the same suit in Zero Mission
there needs to be one first.
>You need it to kill 2/3 of the enemies
Nope.
Different art-styles.
SA-X's sprites and artwork are based directly on Super's. Some of them are even directly ported from Super.
Zero Mission has a slightly different art-style, and every sprite is made from scratch.
>tfw couldn't do the shinespark challenge in Fusion and had to cheese it with ice missiles
>still complimented on your ability to Shinespark.
based Sakamoto
Yes
The only thing i really didn't like in SR is the damn Diggernaut, the worst boss in a 2D Metroid.
The whole fight is a waiting till he expose is weak spot, the battle last as much as twice or more the usual boss battle in the series, and it's only hard because hit can kill you in 5 hits, and in a 20 min fight, it's so damn easy to get hit because of boredom.
Shit taste
shit reply
This was my first 2D metroid I played to completion
>First run through with 100% item completion is 11 hours
>Best ending needs you to get less than four
Jesus christ how?
>Best endings on Fusion/Zero Mission need you to get 100% while also being under TWO hours
JESUS FUCKING CHRIST how?!
Honestly? Didn't like it too much. The level design is pretty weak and I'm not convinced it's because it's a RoS remake.
I'd put it below Fusion for being so restrictive, but above Metroid and RoS for having overall good gameplay. I just don't see myself playing this game in 10 years. Hell, I don't see myself playing it in 5 years.
Play it yourself. Pirating for the Wii is easy as hell and I think the game runs well on Dolphin.
You shouldn't ask people what you should think about a game. Other M is trash, but you can't really understand how disappointing it is without experiencing it first hand.
they shoved too much speedrunner shit into the actual completition of the games.
Step one: Get good.
There is no step two. This is Metroid, bitch. Half the fun is figuring out how to get through it as fast and efficient as possible.
No they didn't. Getting the best times is completely optional. Simply stating the completion time is the MINIMUM they could have done for speed runners.
God damn it these pictures always trigger the fuck out of me. That's not how her suit works.
I just can't imagine how you do it without being aware of where every single upgrade is prior, spending hours plotting perfect routes so you never have to needlessly double back and be as efficient as possible. I can't imagine grabbing 100+ items in only under two hours while also completing the main story, fuck two hours isn't enough time for me to speed run Portal much less Metroid
How's this?
Will he ever come back?
Well, it's an optional challenge after all. I like that it still gives you some goodies for old-school fans who live for this shit.
One thing I really missed from the Prime games was time based rewards, but I supposed those games being more focused on slow paced exploration doesn't suit them for speed challenges.
It used to be.
Literally perfect. There needs to be more fan art of her suit phasing on and off
I went from 11:30 (with 100%) to 5:30 on my second run. It goes a lot faster when you know the game.
>What did you think of Samus Returns?
It was great
>How would you rank the 2D games?
Super > Fusion > SR = ZM > II > Metroid
>Would you like to see the Aeion abilities return?
Sure
>How about the 360 aiming?
Great
>And the counter attack?
Okay. Not really necessary imo but it's not bad
Trying to complete prime 2 in under 2 hours would just be a fucking headache. Just imagine trying to do all that back tracking knowing you are pressed for time
I think the counter was a mistake. Too many enemies attack you in a way that's so obviously meant to be parried. Basically, they all do some telegraphed rushing attack and it's fucking boring after a while.
I wish there was more to it, with maybe multiple parries needed for a successful counter attack, or that it was more difficult to do at the very least.
I don't know, it feels so dull after you get the timing down.
Do you think there is a chance we might see the counter ability make its way into Prime 4? Since it's being developed by an in-house studio instead of Retro, I can see them trying to push more shared features and abilities between the two games
For Prime 2, I'd imagine a 4 or 5 hour challenge would be more reasonable.
Can Charlie go one fucking video without mentioning DMC or Ninja Gaiden? It's getting kind of silly.
I don't think it was a mistake, but it definitely needs to be tweaked for future installments. Do something like said. Make it something you can do that gives you a clear advantage, but don't slow down gameplay to incorporate it, and ESPECIALLY don't punish the player for opting out of using it.
>What did you think of Samus Returns?
I really liked it, it has some faults but definetly a strong Metroid game
>How would you rank the 2D games?
SM > ZM = SR > F
>Would you like to see the Aeion abilities return?
Of course, I was afraid they'd made the game easier but they were used in interesting puzzles
>How about the 360 aiming?
I'd also like the return of this one
>And the counter attack?
Meh, maybe against bosses, but it made regular enemies to spongie to be balanced
>What would you like to see in Metroid 2d/10?
I'd love to see more features for speedrunners like in SM or ZM, they allow me playing at my own phace and being able to finish a Metroid game out of order is so compelling
>using the parry at all
It was a good addition because it FINALLY allowed enemies to be agressive, but there are much more efficent ways to kill them.
I would recommend actually playing. Playing it is still pretty engaging. Watching it is terribly boring, and won't actually give you a good idea of what it does right, vs what it does wrong. There's a lot of good that can be said for Other M, as well as a lot of bad.
Even if it were somehow universally terrible, I think you'd be doing yourself a disservice by not playing it.
Is it worth it though? If you need to give Samus a win button just to balance out more aggressive enemies, maybe you need to reconsider how movement and combat works in your game.
In all honesty, combat has always been a bit clunky in Metroid games. Super in particular. The slow horizontal speed makes for pretty shitty shooting, since it makes dodging a crapshoot. Probably why so many enemies were passive or why boss patterns were built around vertical movement. You were only asked to move up and down rather than left and right because it was just not feasible.
I think rather than a counter attack, something like a dodge roll could work better. With how precise the aiming is in SR, I think timing a dodge and blasting away at the enemy would feel more satisfying than pressing a button and watching a cutscene. It also means you'll have to take positioning into account when fighting.
Just an idea. Other M did it, but input was far, far too lenient and the auto lock-on made it too easy to abuse.
Holding up/right or down/right on the circle pad is a perfectly serviceable, and natural way to shoot diagonally while running. I don't think it needs a button for that...
Well, it is if not for the fact that you have to constantly run and can stop for a second while still aiming diagonally. For how smooth it was in all the previous game, it feels so clunky in this game.
It's not a big deal, but some QoL improvement and a way to use the unused ZL and ZR buttons.
Allowing counter to work at any time would be retarded.
Then you guys would really complain about how cheesed the gameplay is.
>counter bad
>not the spirit of mertoid!
>unless can use all time
>then it good, nothing like mertoid at all!
>What did you think of Samus Returns?
It's good, but it squanders it's potential because it's a remake of Metroid 2.
>How would you rank the 2D games?
ZM>Super>Fusion=SR>2>1
>Would you like to see the Aeion abilities return?
Sure, as long as i can disable them by pressing the directional but again, I can't count the number of times I accidentally activated one and wasted aeion.
>How about the 360 aiming?
I would like if I could have locked my aim in a direction like the other games, so if they do that yeah.
>And the counter attack?
No, I feel like it broke the pace way too much.
>What would you like to see in Metroid 2d/10?
Sauna in the run from the GF and Space Pirates.
>the way the game gets all cinematic for a few moments goes a long long way in immersion.
Is this supposed to be ironic? The game taking away control and playing what's essentially a short cutscene is supposed to make me more immersed in it?
Fuck outta here.
>running holding up/right shooting at a diagonal
>need to stop and still shoot up and right
>just hold L
>character stops, still aiming in the same direction
WOW SO HARRRD
Playing older Metroid games feels like shit after playing SR.
360 aiming has to be a series staple from now on.
this, the dodge is the real improvement, because it's not a win button like the couter, that let you kill all the enemy in the game(except few) with one single laser blast.
A dodge make you play actively, trying to not being hit while fighting enemies, not like the couter, that make you stand stil ti the enemy do the shine signal so you can oneshot them. One is active playing and the other is a passive QTE.
you can disable them by pressing the dpad again. That's literally how you disable them. Every single one of them. Even the scan pulse.
What is with every saying "I can't lock my aim like in other games"
I genuinely don't get it. 360 is a marked improvement. In previous titles you could only aim in really 7 directions, while moving, or while standing still.
You can still aim those 7 directions while moving in SR, and you can aim in potentially 360 or more directions while standing still now thanks to the way aim lock works in SM
running works exactly the same as previous titles save an additional button press. Standing still works even better. I just don't understand.
I like dodging enemies under my own reflexes. Fuck this "dodge button to win" bullshit.
The fuck outta here
Everything about it is beyond terrible.
The story is the least of the game's problems.
But some people evidently found a way to enjoy it, so I won't straight up say you shouldn't ever play it.
Just making it so you can counter whenever wouldnt be good enough. It needs to be reworked from the ground up.
Like that user said, make it so enemies don't charge, but now the counter does zero damage. Countering an enemy will simply have Samus jump over/roll under/dodge the enemy and place her in a better position with her retical already aimed at the enemy for an easier kill.
That way it's COMPLETELY optional. It's helpful if you choose to use it, but the game isn't too easy for it, and the enemies aren't too hard/charge if you don't.
Better than removing it all together imo.
Some of the bosses do it better than others. The Queen fight is perfect, you go into the cinematic view but still maintain COMPLETE control of Samus
Making it so you can counter whenever, AT ALL, is bullshit.
You can use the melee attack any time anyway, and it will knockback enemies, giving you an extra half a second to blast them. The game already works that way. And guess what? You can already jump over, roll under, and dodge the enemy on your own. Having an automatic button for that would also be horseshit.
And I've played through the game 5 times already. I still don't agree with this notion that counter is "forced" because it's not. I play pre-emptive offense like I do with all the metroid games, and the only time I run into an enemy that gives me issue is when I literally run into an enemy because I'm rushing around like a dumbass.
I don't see how that makes it bullshit. It's not like it's any easier to counter an enemy than it is to jump over it. It's just an optional move that makes the game play a bit more dynamic
what I'm saying is the way the counter works now is fine. making that button do anything else than it already does would fuck up the gameplay even more.
why the hell would it need to be "improved" to the point that it makes samus flip over an enemy outside of the current mechanics when I can already flip over an enemy using the current mechanics?
Ah I see. I thought you were saying you wanted it removed entirely.
Yea I still think it could be reworked a bit, but I was definitely one of the people who thought it fit pretty well.
I can't think of a way that it could be re-worked without being completely broken and as "easy-mode" as so many people already claim it is, or nerfing it to the point that it no longer gives you any advantage and is no longer satisfying to pull off