My R2RKMF for last year was basically just periodic Sonic and Horror Story with a little Metroid
in the last few days of the year. Still haven't done Horror Story A 1CC yet, but I am planning on doing it and probably X68000 Dracula eventually.
Volteccer_Jack wrote: ↑Tue Jan 02, 2024 10:27 pmAs for bosses, the final boss is the only one that stands out as difficult to me.
For "normal" gameplay sure, but try Experiment No. Z-57 on hard mode or Dread mode with 0% with no Spin Boost and no Space Jump.
Sumez wrote: ↑Mon Jan 01, 2024 4:12 am
Nothing Samus Returns does is worse than anything Metroid Dread does.
Among other things, Dread runs at 60 FPS, unlike Samus Returns, Dread lets you perform analog aiming while moving while Samus Returns rigidly snaps between some preset angles, Dread has way more enemy types than Samus Returns, and Samus Returns reuses so many music tracks and sound effects from Super Metroid and the Prime games without even arranging the music or altering the sound effects that it causes the game to somewhat lack an identity of its own, something that Dread doesn't have a problem with, so that's definitely not true...
Sumez wrote: ↑Mon Jan 01, 2024 4:12 amI hope Mercury Steam never makes another Metroid.
Dread is a massive improvement over Samus Returns
in every way except for maybe the soundtrack, and both games' soundtracks are mostly held up by arranged music from older games, but so do I. I want Nintendo to do it internally, but have no hope that they will.
In any case, I think I've finally figured out something that's caused me to dislike Samus Returns so much: it never actually
feels like (it's supposed to be a remake of) Metroid II. This isn't something that I can qualify; the game simply feels completely wrong to me, and I mean that outside of the incredibly stiff movement and 30FPS framerate, which itself might be partially responsible for movement
in Samus Returns feeling so gross
in general.
I also learned something during my Samus Returns revisit: Dread has that cool thing where you can jump from hanging a ledge with very little delay after grabbing the ledge if you do the jump input within several frames of grabbing the ledge. This mechanic is
in Samus Returns as well, which I didn't know until now. The timing is much more strict, but it is possible.
As for the counter... just don't use it unless you have to. For Samus Returns, Ice Beam + missile everything that doesn't require the counter; this is probably faster than anything other than simply avoiding combat entirely, but you might run out of missiles.
In both games you have no choice but to use it for the counter tutorial, and for Dread you also need it for the final boss and several (I think 5 or 6) minibosses that can't be killed without it. There might be something else that I'm forgetting, but you can mostly ignore it if you want.
In Dread it does damage when used while moving and can be used to kill weaker enemies without losing too much momentum.
Sir Ilpalazzo wrote: ↑Mon Jan 01, 2024 11:18 am
I do want to check out Dread - it and Prime 3 are the only games
in the series I haven't played through - but I'm a little skeptical on it. Samus Returns didn't convince me that Mercury Steam knows good action (not a fan of the 360 aiming, the parry isn't really a good fit for 2D Metroid, neither the digger robot or final boss are interesting), and it sounds like Dread is a lot more focused on action than exploration - I hear a lot of talk about its relatively difficult boss fights, and on top of that I don't like the sound of them removing save points and just having autosave checkpoints; the old save system was particularly important for the kind of tension that kind of exploration game really needs (even if none of the previous Metroids were that demanding).
Unrelatedly, I really think the series has been
in a slump, at least on the 2D end, ever since the GBA entries. The first three Metroid games are all excellent and also differ from each other very sharply, with each having its own distinct identity, but every 2D Metroid since then basically just feels like a rehash of Super. Continually reusing that game's exact progression structure and powerup set, meaning that you're pretty much just perpetually dealing with the same set of verbs and the same puzzles over and over, really hampers the potential of the later entries - especially with Zero Mission and Samus Returns, which feel awkward due to shoehorning Super Metroid's systems into the skeletons of games very much at odds with Super's particularities. I don't think any of them are bad but I don't think any of them have been particularly inspiring, either, which is a shame.
Dread is good. It has plenty of exploration, but the game's invisible hand is strong and will push you forward unless you intentionally decide to ignore it,
in which case the game will let you do almost anything you want. Fusion and Other M force you to do exactly what those games want you to do and show you where to go. Zero Mission also shows you where to go, but doesn't force you to go there and you can just disregard the marker and go do something else if you want.
Dread very heavily suggests where to go, not with a blinking icon on the map, but through how its level design makes the "intended" progression very...
convenient, and, like Zero Mission, you can ignore the suggestions and just go do what you want, although only after a certain point. Once you get the Morph Ball you can immediately do almost anything and go almost anywhere, provided you know how to do the sequence breaks to get the items that you need. Zero Mission lets you skip way more stuff though; even without glitching, Zero Mission does not require Long Beam, Wave Beam, High Jump, Screw Attack, Power Bomb, Charge Beam, Super Missile, Speed Booster, Varia Suit (yes, you can skip the Varia Suit
in Zero Mission. Kind of, anyway...), and maybe some more stuff that I can't remember. The only required items are the Power Grip, Morph Ball, Bombs, a single Missile Tank (except on hard, unless you are playing the European version), Ice Beam, the three unknown items, and the Varia Suit that is eventually forced upon you if you skip it. Dread has I think three things you can skip, not counting Missile Tanks and Power Bomb Tanks. Everything else is required, although I think you might be able to skip some more stuff with glitches.
Speaking of glitches, Dread is quite glitchy, but like Super Metroid, the glitches make the game better. Some got patched, but they intentionally left most of them
in the game, so even on the latest patch you can still do stuff like skipping several bosses entirely by shooting through walls without the Wave Beam. The only major casualty was a really cool glitch that makes you completely invulnerable and that was used for some other cool sequence breaks, but it was very difficult to do. There isn't anything as awesome as Super Metroid's weird glitch where you use the Spazer and Plasma Beam together to reset the entire game, but there are some cool glitches here.
Prime 3... exists, I guess. I don't like Prime 2 that much, but at least I managed to finish the game. It took 18 years, as I've had it since launch and didn't like it then, but I did finally force myself finish it several years ago. I dropped Prime 3 after about 2 hours. It's... kind of like Other M
in first person. Run down a super linear hallway to get an item and fly to another super linear hallway and do the same thing, maybe this time with some awkward motion controls because it was an early Wii game.