What's the final verdict?
What's the final verdict?
It's fun.
It's fun.
Metroid Prime 5 2034
Better than AM2R
It's shit
Solid Metroid entry. Not spectacular, but not out of place with the rest of the entries.
Worse than AM2R
Good, but suffered from the platform and less than stellar environmental design.
It made Metroid 2 fun and did about the best you could with the source material.
It's the best the series has looked, given what console it's on.
And it stood to keep itself away from the two big complaints of Other M: a story that's shown not said and gave Samus a feeling of power further compounded by the kinda busted counter.
I thought the same until I played it with the 3D on, but holy fuck it looks incredible.
Good game overall, pretty impressive for the 3DS. Free aim mechanic is pretty cool, please keep it for the next one and get rid of the counter.. Boss fights were so, so.
Not as good as am2r but definitely fun. None of the environments stick out to me and the lack of music sucked. It’s clear Am2r was made by a dedicated Metroid fan and had 10 years put into it.
See I can definitely appreciate the use of 3D but I just can't play with it on for more than a couple minutes. Points for using the consoles gimmick but I'm sad I can't utilize it.
You are crazy zm2r was garbage with those awful metroid fights that have no strategy and are jsut tedious
You think the Metroid fights in SR weren’t tedious? I couldn’t stand the ones where they’d run away to 2 other rooms. Omegas also sucked.
Gammas were hot garbage but everything else was okay
The backgrounds are amazing and one of the most unappreciated aspects of the game. SR388 really feels like a living place and the 3D backgrounds was a nice way of lending Prime-style atmosphere to a 2D game.
While it wasn't better then AM2R, it was still decent. It does have a delicious Samus that I want her to mating press me.
I played them back to back for the first time over the holidays, I can’t say that the Metroid fights were highlights for either game. Am2r has the vastly superior environments, the freedom of mobility of games like zero mission, and some interesting shinespark puzzles. SR didn’t have much in any of those ways besides those powerbomb jumps the game never hints at you being able to do.
>never hints
I'd believe this if the puzzle introducing it wasn't in the very next room after grabbing the power bomb.
Does anyone else read this as A Metroid To Remeber or am I just a faggot?
I assumed it was some sort of grapple puzzle because there were a lot of similar situations but with shorter corridors. Didn’t care enough to figure it out. Definitely not as intuitive and a poor substitute for shinesparking and bomb jumping
I think it's smart use of new synergy between spider ball and power bomb but I guess I understand
Should have been on the Switch.
really enjoyable and addiction. One of my favorite games of 2017
Ok, but worse than AM2R and also easily the worst of it, Super, ZM, and Fusion. The visuals are garbage and the counter mechanic dominates the game and enemy design and ends up making combat more boring than ever since every enemy now charges right at you so you can counter them to get health and aeion back.
Reminds me of DOOM where they tout the feature as just a neat thing to do get health back or whatever except it's such a dominant strategy there is no reason NOT to use it.
DOOM incentivized this a tad too much. SR built too many enemies around it, or not enough enemies that don't adhere to it.
I think it’s a cool movement mechanic, but whenever I threw down a power bomb I was never in spider ball, it was usually mid air. I think I even used a regular bomb jump to get past one of those puzzles. I’d like to see it fleshed out in the next title
>easily the worst of it, Super, ZM, and Fusion.
It's easily better than Fusion and ZM.
>the counter mechanic dominates the game
I've never used the counter against a normal enemy past the first 20 minutes. There's plenty of faster and more fun options.
>It's easily better than Fusion and ZM.
If your taste is shit, sure.
>I've never used the counter against a normal enemy past the first 20 minutes. There's plenty of faster and more fun options.
Good job ignoring the point being how it fucks with the enemy design more than anything else.
Same nostalgic pandering bullshit like Disney's SJW Wars complete with HEY HEY HEY REMEMBER THIS THING? and an eyerolling display of Samus' "POWER" and "COOLNESS"
>better than Fusion
Ye
>better than ZM
Uhhh
parry/10
>If your taste is shit, sure.
No, I just realize those games are far from perfect.
>Good job ignoring the point being how it fucks with the enemy design more than anything else.
I don't even know what you mean by "enemy design".
>partially scripted stealth section
>Gravity Suit and Power Bombs shoehorned in the game for no reason
>worst backtracking in the series from Chozodia for the last upgrades
>Mecha Ridley
The game has big problems.
Not sure I really buy any of these complaints but I buy that you believe them, user.
Not amazing but enjoyable.
More than the game itself, my hope was that it'd do well enough that it would give the company a reason to keep trying with 2D Metroid games. For a while it seemed like that side of the series was dead.
It's fun, I can't wait for Metroid 5 when it comes to the 3DS.
>No, I just realize those games are far from perfect.
I never said they were perfect. I just said they were better than SR, which is much further from perfect.
>I don't even know what you mean by "enemy design".
Are you an idiot? I already explained it in the first post. Enemy design suffers because instead of any of the endless number of things enemies in the game could be doing when they see you, almost all of them just instantly flash and charge at you the second you're in their range so you can counter them. The counter mechanic resulted in the gameplay being dumbed down more than anything because all the enemies are designed around it.
You liked Mecha Ridley? One of the lamest bosses in videogames?
You liked getting GS and PB five minutes before the end, and the only utility of them in the game being to force you to backtrack away from the last area?
You liked the stealth section with scripted escape segments and forced hiding spots on replays?
better than nothing
>Mecha Ridley
Don't care
>upgrades
Don't care. If anything I feel like a badass
>stealth
Don't care, can do a lot of running and wall jumping (great movement in this game btw) to skip segments on replay.
Please tell me these aren't the only issues yer hung up on
>I never said they were perfect. I just said they were better than SR, which is much further from perfect.
See above.
>the endless number of things enemies in the game could be doing when they see you
Oh so you're being intentionally obtuse, ignoring that in past games enemies either completely ignored you and followed their pattern like Mario's enemies, or still rushed at you, just without counter.
There are also many enemies in SR that avoid you but leave poison trails, shoot you, explode, send anti-aeion blasts, etc.
Metroid 2 with more filler. I enjoyed having a map.
>the entire final act of the game sucks? I don't care
OK user.
That's yer opinion, not a rebuttal. Looks like the arguments over user
>Oh so you're being intentionally obtuse, ignoring that in past games enemies either completely ignored you and followed their pattern like Mario's enemies, or still rushed at you, just without counter.
No, you're the one being intentionally obtuse, because that's already more variety than what SR's enemies offer. And since the other games don't have the counter, enemies rushing you down is actually something to worry about, since it's not just a very easy opportunity for the player to wreck them. Furthermore, the way enemies deal contact damage in previous games makes fighting them different. Hoppers are a lot harder to deal with than flies. There's no difference in how you deal with enemies charging at you in SR, your solution is always to just counter them and get a bonus for doing it.
He was right, 2.5D was a mistake.
I gave you arguments and I got "I don't care" in response. Is that really all you have to defend the game?
Mostly decent, but had a lot of little things dragging it down. I found switching beam types to be cumbersome and I really wish there was a way to toggle missiles on/off instead of holding a button down.
>that's already more variety than what SR's enemies offer
I see you avoided to quote the rest of my post.
SR offers you an unprecedented amount of tools to deal with enemies beyond the counter. You can freeze and missile them, freeze and punch them, blast them away with aeion beam, avoid them normally or with the assistence of shield or slowed time. Don't try to blame the game for forcing you to stop and counter every single enemy, blame your lack of fkexibility.
Melee counter was kind of annoying at the beginning but once you were powered up you didn't have to rely on it so much. Maybe make it to where only some enemies use it? Speaking of enemies, there needed to be a lot more variety and how bout some FUCKING space pirates? Also, Diggernaut was an excellent boss fight.
I liked the movement overall especially towards the end but many areas felt same-y.
Overall, it was damn fun. I would definitely recommend it to a fan of the series.
>SR offers you an unprecedented amount of tools to deal with enemies beyond the counter.
And at the same time it gives you zero reason to use them.
>B-But you can use a missile to save half a second and not recover any resources since you didn't counter them!
That is not a valid reason.
>Also, Diggernaut was an excellent boss fight.
Wasn't the best 2D Metroid in the series, but it was a good game; especially so if you compare it to the last real Metroid game released, Other M. I look forward to seeing another 2D Metroid that isn't hampered by trying to remake M2, warts and all.
Why didn't you like it? It was a classic boss fight in that it required you to learn some patterns and also gave you some choices on how to get it done.
What choices? You have no choice but to wait for it to complete its patterns during which you can't hurt it so you can then do a specific action to damage it and repeat this over and over until the retarded last bit where you need to make it suck up bombs because those hurt it when missiles don't, for some reason.
I hate the cutscene afterwards more than the fight itself, honestly.
>saving time in a fucking Metroid game is not a valid reason
I think we're done here. Enjoy stopping to counter everything if that's your thing, while I have fun juggling with all the new abilities and power ups.
It's pretty good. They messed up the atmosphere of the world, but how much of the original is down to vision or just the limitations of the Game Boy, I can't really tell
>while I have fun juggling with all the new abilities and power ups.
That's ironic when the only faster ways to kill them than counter-killing them is to use the freeze + missile combo or to ignore them. The Aeion beam is slower and also runs out quickly if you're not recharging it. So your only excuse for not using the counter is contradicted by only applying to the old powers.
decent game, exploration completely neutered by the scan and the map being made with the scan in mind
horrible enemy variety, samey backgrounds, eh music, it was enjoyable but not on the level I demand from Metroid games
>speedrunning as basis for game enjoyment
jesus christ
>muh "AM2R was better"
name one thing it did better than SR
>I hate the cutscene afterwards more than the fight itself, honestly.
What's wrong with it?
Fuck you
>visuals
>enemy variety
>bosses
>music
>exploration
>level design
>exploration completely neutered by the scan and the map being made with the scan in mind
Don't forget the shit being blocked off by the blocks that only the metroid can destroy. After I realised that's what the deal with those was going to be I just stopped bothering to explore at all until reaching the end of the game, and then went back for everything in one go.
Art style, boss fights, level design, difficulty, not having a retarded cinematic Ridley fight shoehorned in at the end.
Uhm, please delete this right now, this is a blue board and Ms. Voth is pure.
>The Aeion beam is slower
It's not, you can aeion shoot while running and waste even less time than by freezing them. And by the way you talk you seem to believe that you'd run out of aeion by not using counter, when half of the enemies (swarms, plants, rock things, balls) drop a shitload of it regardless.
The part where the Diggernaut starts getting up and Samus listlessly raises her arm to shoot it without facing it while her other arm flops around from the recoil was comically bad, it came across wholly like a bunch of old men in a room had discussed what they thought would seem cool to their kids.
no
>boss fights
HAHAHAHAHAHAHAHAAHAHAHAHAHAA
Delete this RIGHT NOW OR I'M GONNA CALL THE COPS ON YOUR ASS.
>swarms, plants, rock things, balls
Of those four enemies only the rocks are in more than one area of the game and in any common supply, and the rocks specifically require you to stop moving around and shoot them for several seconds with the beam to heat them up and kill them if you don't counter them.
>the map being made with the scan in mind
???
I've never used the scan except a couple of times by mistake.
Swarms are everywhere dude. And those are just the firsts that came to mind. The anti-aeion robots drop a lot as well, and can't even be countered.
Are you seriously going to compare having to learn boss patterns in AM2R to
>loook at all these cutscenes bro what a boss
and
>oh no, Metroid is running again, for fuck's sake
and claiming that SR has better boss fights?
When I started playing I didn't see any indicators of "this area is probably vulnerable, try here", or any coherent map design, so it was either bombing the fuck out of every tile or using the scan.
I'm not an old man but I thought that was cool. Then again when I play Metroid and I don't expect Ibsen.
SR isn't consistent at all, sometimes the square tiles stick out like a sore thumb compared to the connecting environment and make it very clear that they're destructible. Other times the destructible tiles aren't square and so blend in perfectly and have zero indication that they're destructible.
I really should install 3DS CFW just to make webms showing how there's no rhyme or reason on SR map
>I didn't see any indicators of "this area is probably vulnerable, try here", or any coherent map design
There's plenty of that in the game. The only times when there aren't visual cues on the ambience is when you can see there's a passage/power up regardless on the bottom screen.
>The only times when there aren't visual cues on the ambience is when you can see there's a passage/power up regardless on the bottom screen.
This isn't true in the slightest.
It is. Sometimes the wall isn't textured differently, but you can see something is up by noticing the lack of a wall or the presence of a power up in the map on the bottom screen. It's either one or the other.
...
Seems like you need to work on your powers of observation, grasshoppah
This is blatantly misrepresenting things.
that's usually the point of mspaint comics, son
Very solid welcome back party for Metroid and farewell title for the 3DS.
This guy threw up the same argument when I said I disliked the melee counter months ago. Something along the lines of "Just watch a speedrunner play the game, you don't actually have to counter anything!" when any normal player is going to stop to kill enemies so they can safely proceed since they've never played the game before.
>shitters have to rely on safe but slow mechanic while skilled players can breeze through the game by taking advantage of the skill ceiling to the fullest
Good game design 101.
Post yfw chozo memory #11
The thing is that in literally every other game you weren't forced to come to a standstill to counter every five feet for 50% of the game even if you were a shitter.
>punishing scrubs and casuals
Based.
>Metroid 5 3DS
Good and fun
They're keeping it alive and on the 3DS it's a guaranteed sale especially since it's a sequel to Fusion. The game would also be quicker and easier to produce.