Its one of the better Metroids, the only one I can tolerate besides Prime 1 and 2, but it still suffers from a lot of the usual Metroid bullshit. Bombing every single pixel of a room to find a non telegraphed opening, identical looking rooms, and even after playing it 3 whole times I've really never understood the timing on walljump or the various jumping abilities like the screw attack and space jump I think they're poorly implemented and should have just been bound to a separate button.
Its a good game but not nearly as good as everyone would have you believe.
>I've really never understood the timing on walljump or the various jumping abilities like the screw attack and space jump
Wall jumping is simple, if a bit poorly thought out. When you touch the wall, you press the opposite direction, and THEN jump. With space jumping, you do a spinning jump, then release it, wait/fall a little, then jump again.
Personally, I find going back and forth the easiest way to gain altitude but if you get a rythm down, none of the jumps are hard.
NTA but in his defense, a novice player will need to bomb every room before getting better items, and they definitely won’t make the best use of power bombs.
It's literally pointless to do this and I never did it as a novice. Ironically, the point he brought up was something the developers specifically developed around so players WOULDN'T do that/would have to be complete morons to do that. In that most of the shit you could discover by bombing every square inch rather than use the X-Ray device, you would quickly learn that it's not stuff you can currently obtain in 90% of instances. Most of the stuff novices can get, can be acquired by just shooting or jumping. So you just wait until later when you get upgrades to bother searching for secrets in rooms when you're actually better equipped to search.
This complaint is as stupid as saying that including an expensive item in an early town in an RPG is "bad design" because the player HAS to grind out killing pig boars at 6GP per encounter to get it. Just get it later when you can afford it.
Metroid Dread was honestly the best, even though it's not retro. I also liked the design of Raven Beak a lot. I would put Dread on S. moronic nitpickers are ruining modern games.
having to go down tunnels and turn around and come back through them is cancer. having to kill the same boss 40 times with basic mechanics is cancer. Return of Samus gave me cancer. I have to have Super Metroid chemO to recover.
actual moronation. I, an average Joe, only needed to look up a guide ONCE the first time I played Super Metroid, and missed like 5 missile upgrades at most because I'm not fricking moronic. and even then I looked it up because I didn't feel like using my head at that particular moment.
point is, SM is a VERY handholdy game, even more so than NEStroid, which is already a game which excels at telling you where you go next without telling you, but people still get lost in it because gamers are fricking morons who wanna walk around and shoot everything and can't even remember which fricking door they fricking came froom. which is what you are. you moron.
You don't need to bomb every single pixel, often it is telegraphed. Identical rooms in Metroid one maybe even then I 100%'d that without a guide or map. The various jumping abilities are fine, they were designed with you mastering the timing in mind. Just a skill issue and you blame the game?
>Bombing every single pixel of a room to find a non telegraphed opening,
valid point. >identical looking rooms,
what are you talking about? >even after playing it 3 whole times I've really never understood the timing on walljump or the various jumping abilities like the screw attack and space jump I think they're poorly implemented and should have just been bound to a separate button.
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every single pixel of a room to find a non telegraphed opening, >valid point.
I've got to contest even that point. The only reason you'd need to do that is for 100% item runs, and if you're doing a 100% run the X-Ray visor lets you scan for everything bombable anyway.
I think it is among the 2D games mainly for aesthetics and music. Dread feels much better to play though. I'd rather adjust to looser controls and have kino atmosphere.
The controls feel less snappy compared to the sequels.
The bosses in Dread are way better.
Atmosphere, world design, aesthetics and replayability? Definitely one of the best.
In conclusion, yes it is the best, but it is ok if you prefer another one, unless it is other m.
>oh look a fun room must have something unique hidden >another missiles upgrade >another bomb upgrade
After getting the Plasma Beam (even before)
you never need to use the secondary weapons. Ever.
Therefore, the most important part of the game, exploration, is completely reduced and made uninteresting. Why am I going to make the effort to look for these items that I don't even use?
I would be much happier if the reward were small bits of lore or unique enemies.
I want the next Metroid to add little charms and things like Hollow Knight and such do in addition to missile upgrades so you can have something more unique to look forward to when exploring.
I love how zoomer husks like this simply can't conceive how they're their own worst enemy >nooo the game is unfun because... I turned it into an unfun chore where I must collect every item for the checklist and unlock the retro achievement and discord badge >there aren't enough whoozits and whatzats and shiny keys dangled in my face! i'm not having any fun because it's just another missile upgrade! there should be more dongles and dinguses to keep my attention riveted, literally unplayable
You will never experience happiness because you refuse to treat a game as an experience rather than a chore. You will never experience enjoyment because you willingly choose not to. You talk of "exploration", but you never explore what the game actually means to you. You don't use "inferior" weapons and items simply to have fun with them, you don't experiment with "useless" techniques like charge combos just for the joy of seeing what happens, what kind of cool effects come out, what sort of goofy things you might be able to do playing around with them in different rooms you never revisit because your guide doesn't require it. You just use the "best thing" and clear the checklist as quickly as possible so you can dispose of another game that meant nothing to you and move on to the next.
You live a dead life. I wish there were something I could do to help you bring joy back into it, but despite countless attempts to communicate with you odd shambling mounds, you strange noise-emitting simulacrums, you Chinese room of a person, I've run out of ideas. God bless.
>I wish there were something I could do to help you bring joy back into it
but despite countless attempts to communicate with you odd shambling mounds, you strange noise-emitting simulacrums, you Chinese room of a person, I've run out of ideas. God bless.
if the former were true you wouldn't type something so gleefully vicious, dick.
not really. anon's complaint about missile upgrades being a repetitive reward would have been seen constantly on gamefaqs and forums when zoomers were just babes at mother's teet.
Well put. I keep telling people, mainly zoomer, that the best way to play old(er) games is to just pick it up and play it. No guides, no research, just play it through to the end. More often or not they've been playtested and will signpost, subtlely, where to go. It's only if you LIKE the game do you go back for 100% completion.
ALTHOUGH, what reasoning is there for there to be collectibles you can only get at the very end of the game? The items are no longer useful to for fighting, so why does a 100% completion get tied to literally chores?
a game is a challenge. beating the challenge is the POINT of a game. it is WHERE the fun originates fun. If I wanted any other type of fun I would pick anything else OTHER than a video game. you are saying shit like >you don't experiment with "useless" techniques like charge combos just for the joy of seeing what happens, what kind of cool effects come out, what sort of goofy things you might be able to do playing around with them in different rooms
missing the point that seeing all that cool shit and knowing you'll never use them to beat any challenge is a SAD fricking thing to see. It's SAD to see all those missile upgrades and know I never needed to use them to beat ANYTHING.
Fricking THANK YOU anon. I'm so god damned sick of revisionist morons whining about old games with "too many pointless collectibles" because their stupid ass doesn't understand the idea of a run lower than 100% where the player is only intended to pick up what they discover naturally and want to grab.
The amount of upgrades and pickups in a game like this is way higher than is practical for exactly that purpose. Older games were not in fact made with the idea of you being glued to a walkthrough or discovering everything yourself, but the idea of only going for 100% if Super Metroid or whatever was literally the only game you owned (incredibly likely, games were super expensive) is completely alien to a generation that treats games like a checklist. They want their first run to be their only one, cover all of the content in the game somehow, and they want it over the moment they hit start on the title screen so that they can move on to the next game. No wonder they're so obsessed with "efficiency".
yeahyeahyeah
but there's a bunch of missile upgrades that can only be obtained with the last major upgrades in these games, and that's frickin' dumb as shit.
I feel that those exist largely to tease you with the knowledge of something upcoming so that when you finally obtain them, you go "A-ha! Finally!". The devs want to give you a reason to run a victory lap around the map in your fully empowered state where you can get a true glimpse of being able to unearth everything that was just out of reach before.
I just think it's poor design is all. Why would anyone 100% them when it involves running back through areas at the tail end of the game for things that just wont help you out to do anything.
5 months ago
Anonymous
Samus Returns is the worst, with its power bombs that are totally useless except to find more power bombs.
5 months ago
Anonymous
seriously, why do they keep doing that? apparently it's to make them be a screen nuke but you get them after the screw attack so what's even the point?
5 months ago
Anonymous
the gimmick with launching the spider ball was cool though. they should bring that back and do more with it
Truth, same for the homosexuals that use save states to avoid having to go through the early levels again because 'its no fun to replay what I already beat'
Motherfrickers really don't get it that if you really like the game then replaying earlier levels with more expertise this time _is_ the fun part.
>Motherfrickers really don't get it that if you really like the game then replaying earlier levels with more expertise this time _is_ the fun part.
This is especially true in Super Metroid where you can start doing stuff out of order. Super Metroid's level design is pretty sensitive to the upgrades you have which is also why backtracking isn't a bad thing.
>Anon makes a point about how he wishes exploration provided a greater variety of rewards, like bits of lore or unique enemies (ie, things that don't make you stronger but make the world feel more realized) >Autist hyperfixiates on the notion of optimizing the fun out of a game, which wasn't the point of the original post >Fellow autists clap
Lol. Lmao.
yeah, while it's the obvious prudent thing to do many games are too fixated on every single reward having gameplay application even if that ends up being nebulous most of the time. a trinket or lore bit or easteregg would be just as meaningful when the average is 5 more missiles going into the pile. of course developers twenty years ago don't give a shit about my pretension.
with the metroids you just have to accept that item scouring isn't designed to be very consequential or interwoven with game balance, they aren't survival games where you're pushed to optimize. they stuffed the games with a bunch of small nooks and challenges and a missile upgrade is just the [insert] reward. your motivation is just to enjoy the gameplay challenge of getting them.
The game wpuld have been better if mother brain was harder and took more damage from missiles.
Eg. Rainbow beam
Baby refills you.
Baby dies.
Instead of dying to a few hyperbeams, you still gotta fight her except she's rainbow beaming (have it stop taking your ammo away afyer baby) you all the time now and the hyperbeam isn't staggering her like it does.
Like you gotta hold onto your shit and crystal flash two or three more times to survive the rainbow beams.
>After getting the Plasma Beam (even before)
The earliest you can get this item is after beating Dragon, the 3rd out of 4 main bosses.
Plasma Beam is a late game item on par with Screw Attack, of course it rips things to shreds. You should be insanely overpowered by the endgame. You should be able to dump a hundred missiles into enemies without even guessing. That's your prize for making it through the early game with a peashooter.
I actually prefer Zero Mission but yes, Super is the better game.
Now imagine playing SotN instead, you think of a new and cool power up but it ends up being just another sword or throwable that differs in nothing but damage type and numbers, and you have to go through a fricking menu to check if it's even worth your time.
At least in Metroid, you don't need to waste time checking what kind of trash it is as it's immediately obvious.
It's designed this way because they specifically did not expect players to hunt down and obtain every single missile upgrade. They intended players to just play and enjoy the game and stumble upon them and obtain them as they want. Believe it or not, completionist behavior was not common in the 90's. People treated gaming like an actual hobby, not an obsession. The fun is in spotting the hidden area and solving it, not that every single puzzle in the game needs to be completed with its own unique reward.
Because they knew they could drag some extreme autismos like you into replaying their game and collecting every single one. Or someone can go back AFTER they beat it and hunt down the rest of the items if they want to. The point being they didn't expect casual players to stop and bomb the frick out of every room and ruin their own enjoyment just to look for secrets because why the frick would you do that unless you're an idiot?
You're too young to understand. Games used to cost a premium. Outside of rentals, you only really had a handful of games. ANYTHING that could give replay value was golden. A kid could get hours and hours out of turning Super Metroid upside down.
aside from jank in cycling through upgrades, this is peak metroid and peak snes title even
don't listen to gba copers, especially the ones that say fusion is the best kek
I stand by it. I don't like the stop and go combat of the Mercurysteam games. You need to kill 39 Metroids in Metroid 2, don't put me through cutscenes, don't make me do little QTEs, don't make them run away and waste more of my time. Just let me shoot the frickers.
Dread goes low because of the crippled wall jump mechanics, QTE bullshit, and trying way too hard to redeem Samus after the Other M trainwreck. It does have some of the nicest suit designs we've seen in awhile, and probably the most bombastic Shinespark I've seen, it DOES feel great to fire it off. I don't consider it bad, I'm just fricking autistic and don't like the direction they took things in that game.
Now give me my proper (you), you limp-wristed pantywaist.
I only got around to playing Samus Returns 2 weeks ago, and I'd definitely rate it below the original Return of Samus.
There's just so many things it gets wrong. The checkpoint system sucks.3D aiming sucks. Parries are bad and they rebalanced everything from damage calculations to enemy attack patterns to compensate for them. Metroids constantly run away from fights. It's so padded.
Dread was a massive improvement over SR on every front, but I dunno, it still feels off.
I never cared much for the 360 aiming system, it's cute on paper but having to plant your feet to aim and fire sucks when you had the nice diagonal aiming of the other traditional 2D Metroids. Also they nerfed the screw attack into the dirt and I feel like that's crossing a line.
And I agree, Dread's an improvement, but it still doesn't feel right.
RoS feels very tightly constructed to me. It's linear compared to the other two, but within that it becomes a very tightly designed handheld game that knows what system it's meant for,
Samus Returns has cool stuff but it feels like it's all a bunch of bobbles and gimmicks that are fine but really not needed. It's not as organic a remake as Zero mission was.
sure I'd agree with that. I respect II's design a lot but Fusion, regardless of issues people might have with the story or linearity, feels so tight to play.
3D aiming came at the cost of mobility while aiming, which means that bosses must have both tiny hitboxes and downtime where they aren't attacking the player much.
It's too stop and pop, just like parries. I much prefer 8 way aiming with free movement, where exploiting openings has to weighed against dodging effectively. It's not deep combat, but it's at least something.
I especially disagree about it being the natural evolution of Samus' movement. I always appreciated that R&D1 Metroid games have had straightforward control schemes where all your moves are available in any situation. MercurySteam's games overcomplicate the controls with a ton of hotkeys and contextual behaviours.
Don't forget about how they ruined the ending bit with the baby Metroid, whatwith them having you do battle while it was following you, compeltely missing the point of the original.
Gameplay is of course the most important thing about a game, but it's remarkable how AM2R and especially SR managed to overlook a lot of the environmental storytelling of the original. Especially considering it's a monochrome game boy game.
Enemy hitboxes are much larger in RoS than SR. If you don't use 3D aiming you will miss, and if you use 3D aiming then you cannot move. This is not a situation that exists in the original.
In RoS landing hits successfully actually aids mobility because Metroids suffer knockback.
Metroid II may not have had 8-way aiming but simultaneous evasion and offense was certainly part of the game. Even the addition of aiming down was important and useful enough that they tutorialized it in the second room of the game.
You'd know all of this if you played the games, too.
The best part of Super is that you can sequence break in so many ways and there's tons of neat little tricks you can do. You can sequence break so fricking hard that you can literally do every boss in reverse order. IE, not killing any bosses and killing Ridley first, then going backwards from there. It's nuts.
Just the freedom of movement and exploration is unmatched.
I thought the 2D ones were kinda lame, so I never tried the 3D ones. Everyone was always gushing so much over it, so I might try one in the future. The gamecube trilogy is probably kinda dated now.
What didn't you like about the 2D games? The exploration is the main draw of both 2D & 3D, so if you don't like one it's unlikely you'll like the other.
It is fantastic and is one of the absolute best-aged games of its era, though after playing every Metroid MANY times and playing MANY romhacks, I like going back to Zero Mission more. My main reason? I hate the fricking grapple beam and it becomes even more insufferable in romhacks that want you to use it a lot.
I played through Metroid 2 blind as my fourth Metroid game (after Super and the GBA entries), the 3DS Virtual Console version, and it's fricked up but I think I still prefer it to Samus Returns and AM2R. Maybe it's just about which version of Metroid 2 you play first. But I feel like both remakes miss something essential about it.
It's the best and by a lot. GBA-gays are fricking mental and the euroHispanic ones are mid. Prime's solid but it's just too much of its own thing and not nearly as replayable or interesting to 'game'. It's far more "lock and key"
Subversion- is honorary unofficial Super Metroid 2, you would be remiss to not play it.
Ancient Chozo- is a remix or master quest type of Super Metroid, where a lot of the beats are the same, but they detour off in very strange ways that test your knowledge of the game mechanics, but not the original overworld.
Project Base- is Super Metroid, but with more shortcuts, the ability to use the phazer beam with the plasma beam for more late game wreckage, and some stuff I don't remember. It's the better play above the original ever again, surely.
Hyper Metroid- uses project base, and builds off into a new game, one that is non-linear and allows more freedom for doing it in many different arrangements.
>Is Super Metroid really the best one in the series, or is it the one everyone simply grew up playing?
The game came out in 1990s. Only Millennials would have grew up playing it. It's 30 years old
I can’t speak for everyone, but basically everything about it rubs me the wrong way.
- I don’t think Samus should move fast or be as agile as she is in ZM (Super’s Space Jump should be her most agile move). She’s wearing a giant metal suit of armor: picrelated. The Metroid Prime games get her general movement speed and sense of weight right.
Fusion at least makes a good excuse for her faster movement speed, with the Fusion suit being a clearly slimmer and lighter design. Zero Mission throws away any sense of weight in the controls. The controls aren’t simulating a space bounty hunter in heavy power armor anymore, it’s simulating a generic anime superhero who can jump and flip around everywhere like it’s nothing.
- The map is a downgrade compared to Super (arguably no Metroid game matches Super Metroid’s map layout: it just does so many things right that the other games either forget to do or which hadn’t been done before)
- The art is some of the most generic 00’s stuff in the series, and Metroid honestly hasn’t really recovered from ZM’s artstyle change. Other M, Samus Returns, and Dread are still iterating on the bad style choices of ZM. Fusion has a ton of style and personality, so it’s strange to see ZM be so generic in comparison. My complaints with ZM’s art are too many to get into with one post: but my biggest issue is associating the Chozo with this extremely generic Egyptian hieroglyphic style. They were always so alien and creepy in the games that came before ZM, so it’s a huge downgrade. Generally ZM just doesn’t feel creepy enough at all.
- Waypoints. It’s a casualized game.
- The story elements are basically proto Other M. Fusion has the same problem, but it feels worse in ZM with the artstyle downgrade.
It's kinda fascinating how they seem to run with the 2D Metroids having western comic influenced styles in the art and ads. I don't think it's really prevalent in the games themselves barring Zero Mission
>I don’t think Samus should move fast or be as agile as she is in ZM
she objectively shouldn't, her speed and acrobatics were the boon she gets in Fusion, when the X Parasite disrupts her body chemistry, and they surgically remove large portions of her suit. it's why she takes so much damage, and she can no longer wield the ice beam, instead needing to encapsulate distinct blasts in her missiles in order to utilize the freezing effect.
You mean easy to beat, hard to master. You can never master it and still clear the game just fine. But the fact you're predominantly rewarded through exploration for playing the game well is a big part of it, and the overall ease of it combat-wise helps suck you into the atmosphere. I appreciate Fusion, but if Super was more like it, it wouldn't be nearly as effective as the immersive 16-bit game it is.
I don't like how Samus feels in Super, but the world is the best.
I love fusion and zero mission, and fusions was the first 2D Metroid I played, but they hold your hand a bit too much. The world feels friendlier than it should.
The original Metroid, on the other hand feels like a hellish nightmare full of identical hallways.
Super Metroid strikes the best balance of hostility, sense of isolation, and variety.
He brings up good points though. ZM and Fusion show their guiding hands more than any other Metroid. NES Metroid is still one of the toughest games in the series because of some of those identical looking hallways and low drop rates. Though that can mitigated by remembering to just not go down certain paths, like that fricking horrible cluster of hell rooms in the upper right portion of Kraid's lair that's solely there to waste your time.
And Super is definitely the best mix between exploring a place that wants you dead, but still has plenty of visual variety for easier navigation.
It's the best one in the sense that it broke ground in a way no other Metroid game has even come close to doing since then. The closest one to being as innovative was Prime. Every Metroid game since Super Metroid and Prime have been released are essentially clones of those 2 games with minor changes to them. So yes, it is the best one in the sense that I would almost consider newer Metroid games to essentially just be patches to Super Metroid in how little they change.
People say "Metroidvania", but all they mean is Super Metroid clone. Castlevania: SotN didn't introduce anything to the genre other than equipment and RPG number damage displays accompanying attacks, which most "Metroidvania" games don't even use. It's criminal that Castlevania even got to attach their name to the genre since all they did was shamefully rip off Super Metroid and throw a Castlevania filter on it.
There's a part in Super Metroid-- now, I'm remembering this from a long time ago, so bear with me on the details-- but there's this part that has always stuck with me as brilliant design and one of my favorite moments in the game, and I think about it a lot when playing similar games. There's this one single-screen room with nothing in it but one of those little pots that bees fly out of forever. You can run in, see there's nothing in it, and leave. But you first encounter it right after you get the beam that keeps going after it hits a monster. So if you do the typical, natural thing to do.. which 90% of players will.. you run in, see a bee come out of the pipe, and shoot it.. and the room is set up just right so your beam kills the creature, keeps going, hits the corner of the wall, and breaks a single block in it. It very carefully leads you, almost unavoidably, into breaking that block. But it doesn't FEEL like that. It FEELS so much like you just, out of your own smarts or luck, just discovered a secret. And so you go into ball form and squeeze through that hole.. what's on the other side? A single room with a missile? No... it's a way to break completely into a whole new zone. New architecture, new creatures, holy shit we've gone off the grid and it's insane. This feeling of genuine, ORGANIC exploration is so sublime here and it's something so few successors have ever been able to get quite right. Yes, when you boil it down, some developer designed it. But what makes a game truly immersive and memorable (like Super Metroid is) is whether you can successfully suspend disbelief and actually believe you've pierced the veil and are seeing things no one else has ever encountered before. I know Metroid Fusion tries to replicate this with the "the Federation is against you and have locked down the station, you have to go behind the scenes".. and it's ok.. but it's just not quite the same when it's tied into such a linear narrative.
Yea, I know what you're talking about.
Super Metroid is honestly packed full with that sort of design. Once you see it you can't help but appreciate how incredibly well it all fits together. I had the same experience.
Fusion is jam packed with moments where I would check my map wondering if I'm going the right way, because I bombed out a wall and I just entered room after room, like this is a long secret. Nope it was the way to the next objective, LOL. Why can't Metroid Prime compete.
dude fusion is linear as frick. You where going "the way to the next objective" because it was the ONLY way to go. It's impossible to go anywhere else until you beat the final boss.
God I hate Fusion.
I just replayed it last week. It's not as bad as you're trying to claim it out to be. You get a map download, and a map marker. However, you can't go straight there. Every single time.
Instead you have to explore around, AND AS I SAID; you bomb through a wall, and suddenly your map has like another half of the level that wasn't indicated, and with how strange the path tends to be, you begin to wonder if you're going the right way. It's awesome.
There was this one level where you have to reach a dead end, and come back, and you'll find that there's places to shoot out walls. Since you have the shinespark, you have to carry it a couple rooms and then it another dead end at an angle, in order to reach the next door lock.
Door locks are never marked on the map, in-game reason is for security. It's a great game. It's better than Metroid Prime in most ways. Replay it, and sit down.
It really is, I played Fusion first. Didn't play Super until my twenties, it absolutely is the best one. Don't know how I missed it though, I had the SNES when it came out.
I believe people compliment it on its atmosphere, and that they're referring to how you're in a hostile environment in your stronk power armor, being all cautious, but also courageously taking risks in full confidence.
Prime 2 is actually my favorite Metroid but I don't actually agree. Prime 2 has fantastic atmosphere, but it is more "despair", "bleak" and "depressing" and not remotely "horror" or "unsettling" in my opinion. There's a distinct difference between the two atmospheres and what they ellicit.
That's a nice opinion, but you're fighting demon possessed corpses in the first 5 minutes.
Comparing Super and Prime 2, Prime 2 has way more horror elements throughout, even if you don't personally find it scary.
Super Metroid is really well made and beautiful but the first Metroid is the best. True isolation and exploration. The main thing that people b***h about the first Metroid is that it doesn't have a map, but that would've killed the exploration. Everything after the first game has been too hand-heldy. Good games though, I mean it's still Metroid.
Idk. I can understand the appeal of a full hands-off adventure, and I wouldn’t mind if they tried to recapture that spirit in new games, but if I had played Metroid 1 in the 80’s I would have eventually made a hand drawn map of my own.
The map system of Super, where it auto-maps areas you’ve already been to just does for me what I would have done anyway.
Super also introduces the map stations, and you could make an argument that those go too far with handholding, but I think I prefer my videogames to be as self contained as possible. Minimal to no reference to hand drawn maps or Nintendo Power tips preferable.
The secret walls in Metroid 1 are also kind of inexcusable as far as wasting a player’s time. Not that they shouldn’t exist, but the X-Ray visor is a good addition for exploration.
Man, I am a massive apologist for both Super and Prime 2, but I have to say Super is better.
Prime 2 might actually even be my favorite, but Super is just so well crafted and fun to play. Pure videogame
Prime 1 is one of the most timeless games there is, what the frick are you on about? There's even versions of it with vastly improved controls to play instead of strictly the original.
shit sucks, the level design is shotty, and I cannot believe how much they dropped the ball.
it was fun to play and replay once or twice, but it holds up less each time.
they did not capture what makes Super Metroid good. the artifact hunt is literal torture tier.
if they were going to have the audacity to make you retread paths and backtrack through previous areas with no change, no shortcuts, no differences between them, then they should have did the no-brainer thing, and placed more collectibles on those paths that required the later game abilities you would no doubt have.
ball status: dropped
can't say the same about your testicles, zoomer.
Prime's map has tons of shortcuts and alternative paths, what the hell are you on about? As you progress through the game all sorts of quick elevators from one area to another become available, and there's plenty of ways to work around the map quickly.
I'm not a huge fan of the artifacts but in terms of replaying it, there's only like two you have to run back out of your way for due to them needing super lategame powerups you wouldn't have while going through their areas, the rest you can get naturally while playing if you know where they are.
If you think that lowly of Prime 1, 2 will put you to sleep instantly. I can't believe the massive quality drop inbetween the two games.
>or is it the one everyone simply grew up playing?
Worse. People born in and around 1995 grew up hearing how good Super Metroid was from older boomers, and then just parroted them without actually playing the game. Same shit happened with Earthbound, and a number of other titles. The game is good, but this insistence that nothing holds a candle to it is pure delusion. But it's what proto-zoomers heard growing up.
The actual underaged one is you, back when Fusion and Zero Mission came out everyone that played Super Metroid was screaming about how irredeemably shit they were compared to it and the features they lacked or how handholdy they are (both valid points) rather than appreciating what those games incremented upon. It wasn't until significantly later that the public opinion shifted thanks to younger players who started on Fusion/Zero Mission trying to play Super and finding out that it controls like hot ass by comparison and is a much slower game.
I don't know, I think Prime 1 surpassed it in every way. It's probably the best of the 2D Metroids, but most of them are really close in quality and fun.
It's the best one. That said, I never played any of the other games.
You should. They're pretty fun.
you see anon, this is the shit I'm talking about you ironic motherfricker.
Don't listen to
They're actually not that fun compared to Super and you'll likely be disappointed.
Its one of the better Metroids, the only one I can tolerate besides Prime 1 and 2, but it still suffers from a lot of the usual Metroid bullshit. Bombing every single pixel of a room to find a non telegraphed opening, identical looking rooms, and even after playing it 3 whole times I've really never understood the timing on walljump or the various jumping abilities like the screw attack and space jump I think they're poorly implemented and should have just been bound to a separate button.
Its a good game but not nearly as good as everyone would have you believe.
Why would you want two jumps bound to separate buttons? How is the screw attack poorly implemented?
>I've really never understood the timing on walljump or the various jumping abilities like the screw attack and space jump
Wall jumping is simple, if a bit poorly thought out. When you touch the wall, you press the opposite direction, and THEN jump. With space jumping, you do a spinning jump, then release it, wait/fall a little, then jump again.
Personally, I find going back and forth the easiest way to gain altitude but if you get a rythm down, none of the jumps are hard.
ya I want a button for straight jump
one for spinning jump
one for space jump
and one for screw attack
autismo
>Bombing every single pixel of a room to find a non telegraphed opening
You never need to do this. You can just use Power Bombs or the X-Ray, zoomie.
NTA but in his defense, a novice player will need to bomb every room before getting better items, and they definitely won’t make the best use of power bombs.
a novice player will not even catch the hidden upgrades scattered around, and the major ones have visual indicators like a crack in the texture
the only novice curveball is pbombing the tank
It's literally pointless to do this and I never did it as a novice. Ironically, the point he brought up was something the developers specifically developed around so players WOULDN'T do that/would have to be complete morons to do that. In that most of the shit you could discover by bombing every square inch rather than use the X-Ray device, you would quickly learn that it's not stuff you can currently obtain in 90% of instances. Most of the stuff novices can get, can be acquired by just shooting or jumping. So you just wait until later when you get upgrades to bother searching for secrets in rooms when you're actually better equipped to search.
This complaint is as stupid as saying that including an expensive item in an early town in an RPG is "bad design" because the player HAS to grind out killing pig boars at 6GP per encounter to get it. Just get it later when you can afford it.
Metroid Dread was honestly the best, even though it's not retro. I also liked the design of Raven Beak a lot. I would put Dread on S. moronic nitpickers are ruining modern games.
Dread was too linear. You always wound up on a path going exactly where you needed to go. Even Return of Samus felt more exploratory.
having to go down tunnels and turn around and come back through them is cancer. having to kill the same boss 40 times with basic mechanics is cancer. Return of Samus gave me cancer. I have to have Super Metroid chemO to recover.
actual moronation. I, an average Joe, only needed to look up a guide ONCE the first time I played Super Metroid, and missed like 5 missile upgrades at most because I'm not fricking moronic. and even then I looked it up because I didn't feel like using my head at that particular moment.
point is, SM is a VERY handholdy game, even more so than NEStroid, which is already a game which excels at telling you where you go next without telling you, but people still get lost in it because gamers are fricking morons who wanna walk around and shoot everything and can't even remember which fricking door they fricking came froom. which is what you are. you moron.
You don't need to bomb every single pixel, often it is telegraphed. Identical rooms in Metroid one maybe even then I 100%'d that without a guide or map. The various jumping abilities are fine, they were designed with you mastering the timing in mind. Just a skill issue and you blame the game?
>Bombing every single pixel of a room to find a non telegraphed opening,
valid point.
>identical looking rooms,
what are you talking about?
>even after playing it 3 whole times I've really never understood the timing on walljump or the various jumping abilities like the screw attack and space jump I think they're poorly implemented and should have just been bound to a separate button.
S
K
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every single pixel of a room to find a non telegraphed opening,
>valid point.
I've got to contest even that point. The only reason you'd need to do that is for 100% item runs, and if you're doing a 100% run the X-Ray visor lets you scan for everything bombable anyway.
Its a more valid point for Fusion, IIRC so I decided to just give it to him.
Fusion locks you in a small room once where you drop some bombs around to raise a platform, that's it.
>Its one of the better Metroids, the only one I can tolerate besides Prime 1 and 2
I think it is among the 2D games mainly for aesthetics and music. Dread feels much better to play though. I'd rather adjust to looser controls and have kino atmosphere.
The various Super Metroid hacks are better than vanilla Super Metroid.
It's kind of like Doom.
It actually is the best, most comprehensive, most intricate and lush Metroid. It does everything right
The controls feel less snappy compared to the sequels.
The bosses in Dread are way better.
Atmosphere, world design, aesthetics and replayability? Definitely one of the best.
In conclusion, yes it is the best, but it is ok if you prefer another one, unless it is other m.
I beat it for the first time a week ago. It's tied up there with prime 1&2 for me.
The original NES one is the best.
>oh look a fun room must have something unique hidden
>another missiles upgrade
>another bomb upgrade
After getting the Plasma Beam (even before)
you never need to use the secondary weapons. Ever.
Therefore, the most important part of the game, exploration, is completely reduced and made uninteresting. Why am I going to make the effort to look for these items that I don't even use?
I would be much happier if the reward were small bits of lore or unique enemies.
I want the next Metroid to add little charms and things like Hollow Knight and such do in addition to missile upgrades so you can have something more unique to look forward to when exploring.
and lootboxes
Shut the frick up.
However on that note, a built in randomizer would be cool.
You don't have to 100% the game, anon...
Collect what you come across naturally and finish the game.
Ah yes, the "jaded 35-year old without a life is deeply unsatisfied by game made for 10-14 year olds".
/board
I love how zoomer husks like this simply can't conceive how they're their own worst enemy
>nooo the game is unfun because... I turned it into an unfun chore where I must collect every item for the checklist and unlock the retro achievement and discord badge
>there aren't enough whoozits and whatzats and shiny keys dangled in my face! i'm not having any fun because it's just another missile upgrade! there should be more dongles and dinguses to keep my attention riveted, literally unplayable
You will never experience happiness because you refuse to treat a game as an experience rather than a chore. You will never experience enjoyment because you willingly choose not to. You talk of "exploration", but you never explore what the game actually means to you. You don't use "inferior" weapons and items simply to have fun with them, you don't experiment with "useless" techniques like charge combos just for the joy of seeing what happens, what kind of cool effects come out, what sort of goofy things you might be able to do playing around with them in different rooms you never revisit because your guide doesn't require it. You just use the "best thing" and clear the checklist as quickly as possible so you can dispose of another game that meant nothing to you and move on to the next.
You live a dead life. I wish there were something I could do to help you bring joy back into it, but despite countless attempts to communicate with you odd shambling mounds, you strange noise-emitting simulacrums, you Chinese room of a person, I've run out of ideas. God bless.
>I wish there were something I could do to help you bring joy back into it
but despite countless attempts to communicate with you odd shambling mounds, you strange noise-emitting simulacrums, you Chinese room of a person, I've run out of ideas. God bless.
if the former were true you wouldn't type something so gleefully vicious, dick.
I'm guilty of what this chore-making zoomer is being criticized for by this anon, but this anon gets it, regardless.
not really. anon's complaint about missile upgrades being a repetitive reward would have been seen constantly on gamefaqs and forums when zoomers were just babes at mother's teet.
>zoomers growing up playing games as a chore proves that zoomers don't play games like chores
Genius point.
Well put. I keep telling people, mainly zoomer, that the best way to play old(er) games is to just pick it up and play it. No guides, no research, just play it through to the end. More often or not they've been playtested and will signpost, subtlely, where to go. It's only if you LIKE the game do you go back for 100% completion.
>No guides, no research
there's not a single game that would benefit from this
Well, except for almost all of them. But yeah you're right, other than the 99.95% of cases in which you're wrong.
ALTHOUGH, what reasoning is there for there to be collectibles you can only get at the very end of the game? The items are no longer useful to for fighting, so why does a 100% completion get tied to literally chores?
In Super Metroid you have so many movement options and super powered as frick that you can probably rip through the entire map in 10-15 minutes tops.
Hardly a chore.
going back through the game for meaningless collectibles is a chore. they didn't have to design it so shitty.
Take it easy it's just a missile pack.
a game is a challenge. beating the challenge is the POINT of a game. it is WHERE the fun originates fun. If I wanted any other type of fun I would pick anything else OTHER than a video game. you are saying shit like
>you don't experiment with "useless" techniques like charge combos just for the joy of seeing what happens, what kind of cool effects come out, what sort of goofy things you might be able to do playing around with them in different rooms
missing the point that seeing all that cool shit and knowing you'll never use them to beat any challenge is a SAD fricking thing to see. It's SAD to see all those missile upgrades and know I never needed to use them to beat ANYTHING.
Brutal
Fricking THANK YOU anon. I'm so god damned sick of revisionist morons whining about old games with "too many pointless collectibles" because their stupid ass doesn't understand the idea of a run lower than 100% where the player is only intended to pick up what they discover naturally and want to grab.
The amount of upgrades and pickups in a game like this is way higher than is practical for exactly that purpose. Older games were not in fact made with the idea of you being glued to a walkthrough or discovering everything yourself, but the idea of only going for 100% if Super Metroid or whatever was literally the only game you owned (incredibly likely, games were super expensive) is completely alien to a generation that treats games like a checklist. They want their first run to be their only one, cover all of the content in the game somehow, and they want it over the moment they hit start on the title screen so that they can move on to the next game. No wonder they're so obsessed with "efficiency".
yeahyeahyeah
but there's a bunch of missile upgrades that can only be obtained with the last major upgrades in these games, and that's frickin' dumb as shit.
No.
I feel that those exist largely to tease you with the knowledge of something upcoming so that when you finally obtain them, you go "A-ha! Finally!". The devs want to give you a reason to run a victory lap around the map in your fully empowered state where you can get a true glimpse of being able to unearth everything that was just out of reach before.
I just think it's poor design is all. Why would anyone 100% them when it involves running back through areas at the tail end of the game for things that just wont help you out to do anything.
Samus Returns is the worst, with its power bombs that are totally useless except to find more power bombs.
seriously, why do they keep doing that? apparently it's to make them be a screen nuke but you get them after the screw attack so what's even the point?
the gimmick with launching the spider ball was cool though. they should bring that back and do more with it
>I just think
clearly you don't
Truth, same for the homosexuals that use save states to avoid having to go through the early levels again because 'its no fun to replay what I already beat'
Motherfrickers really don't get it that if you really like the game then replaying earlier levels with more expertise this time _is_ the fun part.
>Motherfrickers really don't get it that if you really like the game then replaying earlier levels with more expertise this time _is_ the fun part.
This is especially true in Super Metroid where you can start doing stuff out of order. Super Metroid's level design is pretty sensitive to the upgrades you have which is also why backtracking isn't a bad thing.
>You talk of "exploration", but you never explore what the game actually means to you.
lol cringe
>Anon makes a point about how he wishes exploration provided a greater variety of rewards, like bits of lore or unique enemies (ie, things that don't make you stronger but make the world feel more realized)
>Autist hyperfixiates on the notion of optimizing the fun out of a game, which wasn't the point of the original post
>Fellow autists clap
Lol. Lmao.
they're not even autistic idt, they're fricking morons
yeah, while it's the obvious prudent thing to do many games are too fixated on every single reward having gameplay application even if that ends up being nebulous most of the time. a trinket or lore bit or easteregg would be just as meaningful when the average is 5 more missiles going into the pile. of course developers twenty years ago don't give a shit about my pretension.
with the metroids you just have to accept that item scouring isn't designed to be very consequential or interwoven with game balance, they aren't survival games where you're pushed to optimize. they stuffed the games with a bunch of small nooks and challenges and a missile upgrade is just the [insert] reward. your motivation is just to enjoy the gameplay challenge of getting them.
Nah, frick this. I much rather have a collectible pickup.
The game wpuld have been better if mother brain was harder and took more damage from missiles.
Eg. Rainbow beam
Baby refills you.
Baby dies.
Instead of dying to a few hyperbeams, you still gotta fight her except she's rainbow beaming (have it stop taking your ammo away afyer baby) you all the time now and the hyperbeam isn't staggering her like it does.
Like you gotta hold onto your shit and crystal flash two or three more times to survive the rainbow beams.
>After getting the Plasma Beam (even before)
The earliest you can get this item is after beating Dragon, the 3rd out of 4 main bosses.
Plasma Beam is a late game item on par with Screw Attack, of course it rips things to shreds. You should be insanely overpowered by the endgame. You should be able to dump a hundred missiles into enemies without even guessing. That's your prize for making it through the early game with a peashooter.
I actually prefer Zero Mission but yes, Super is the better game.
Now imagine playing SotN instead, you think of a new and cool power up but it ends up being just another sword or throwable that differs in nothing but damage type and numbers, and you have to go through a fricking menu to check if it's even worth your time.
At least in Metroid, you don't need to waste time checking what kind of trash it is as it's immediately obvious.
It's designed this way because they specifically did not expect players to hunt down and obtain every single missile upgrade. They intended players to just play and enjoy the game and stumble upon them and obtain them as they want. Believe it or not, completionist behavior was not common in the 90's. People treated gaming like an actual hobby, not an obsession. The fun is in spotting the hidden area and solving it, not that every single puzzle in the game needs to be completed with its own unique reward.
then why do they grade you on item completion at the end of the game, dumbass?
Because they knew they could drag some extreme autismos like you into replaying their game and collecting every single one. Or someone can go back AFTER they beat it and hunt down the rest of the items if they want to. The point being they didn't expect casual players to stop and bomb the frick out of every room and ruin their own enjoyment just to look for secrets because why the frick would you do that unless you're an idiot?
>Or someone can go back AFTER they beat it and hunt down the rest of the items if they want to
why the frick would you do that
You're too young to understand. Games used to cost a premium. Outside of rentals, you only really had a handful of games. ANYTHING that could give replay value was golden. A kid could get hours and hours out of turning Super Metroid upside down.
I only played the first three, so yes
It is easily.
Yes it is, and it's not even a contest really. But all 2D Metroid games are great.
Yes, but the GBA titles have the best physics, imo.
No they don't you fricking imbecile. Samus is supposed to feel floaty. You're in space. In the GBA games she drops like a rock.
All such issues can be hand waved by the tech in Samus' suit. I prefer the snappier physics.
Spoken like someone who never truly learned to move in SM.
The slow door transitions and item fanfares ruin the pacing. Metroid 2 is more fun.
I thought I was the only one who had this opinion. Super is technically well designed and made but it feels so slow to play.
Yes, it is. It's one of the most well-designed games ever made.
I prefer Fusion.
Fusion is much harder
aside from jank in cycling through upgrades, this is peak metroid and peak snes title even
don't listen to gba copers, especially the ones that say fusion is the best kek
its the best 2d one
It's the best Metroid game and I've played all of them except for the new switch remakes
Not only is Super Metroid in the series, its also the best overal Castletroid in general. Easily beating SotN
Literally no one grew up with Super Metroid.
Wrong.
Super > Fusion > Dread > Prime 123 > Zero Mission > Metroid >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Other M.
I would put Fusion lower but otherwise one of the few tierlistposters I agree with.
for me it's Super > Prime 2 > Fusion > Prime 1 > Dread > Prime 3 > Metroid > Return of Samus
Super > Fusion > AM2R > Zero Mission > Prime 2 > Prime 1 > Metroid 2 > Metroid 1 > Prime 3 > Dread > Returns
That one I didn't list shouldn't even be acknowledged.
>1 and 2 over Dread
Ah there's the true /vr/ contrarian post.
I stand by it. I don't like the stop and go combat of the Mercurysteam games. You need to kill 39 Metroids in Metroid 2, don't put me through cutscenes, don't make me do little QTEs, don't make them run away and waste more of my time. Just let me shoot the frickers.
Dread goes low because of the crippled wall jump mechanics, QTE bullshit, and trying way too hard to redeem Samus after the Other M trainwreck. It does have some of the nicest suit designs we've seen in awhile, and probably the most bombastic Shinespark I've seen, it DOES feel great to fire it off. I don't consider it bad, I'm just fricking autistic and don't like the direction they took things in that game.
Now give me my proper (you), you limp-wristed pantywaist.
I only got around to playing Samus Returns 2 weeks ago, and I'd definitely rate it below the original Return of Samus.
There's just so many things it gets wrong. The checkpoint system sucks.3D aiming sucks. Parries are bad and they rebalanced everything from damage calculations to enemy attack patterns to compensate for them. Metroids constantly run away from fights. It's so padded.
Dread was a massive improvement over SR on every front, but I dunno, it still feels off.
I never cared much for the 360 aiming system, it's cute on paper but having to plant your feet to aim and fire sucks when you had the nice diagonal aiming of the other traditional 2D Metroids. Also they nerfed the screw attack into the dirt and I feel like that's crossing a line.
And I agree, Dread's an improvement, but it still doesn't feel right.
>and I'd definitely rate it below the original Return of Samus.
insanity
Shiny new graphics and extra bullshit tacked on doesn't always guarantee quality, Anon.
RoS feels very tightly constructed to me. It's linear compared to the other two, but within that it becomes a very tightly designed handheld game that knows what system it's meant for,
Samus Returns has cool stuff but it feels like it's all a bunch of bobbles and gimmicks that are fine but really not needed. It's not as organic a remake as Zero mission was.
Fusion is the superior game by a large margin.
sure I'd agree with that. I respect II's design a lot but Fusion, regardless of issues people might have with the story or linearity, feels so tight to play.
>3D aiming sucks
I completely disagree. Feels like the natural evolution of samus movement.
3D aiming came at the cost of mobility while aiming, which means that bosses must have both tiny hitboxes and downtime where they aren't attacking the player much.
It's too stop and pop, just like parries. I much prefer 8 way aiming with free movement, where exploiting openings has to weighed against dodging effectively. It's not deep combat, but it's at least something.
I especially disagree about it being the natural evolution of Samus' movement. I always appreciated that R&D1 Metroid games have had straightforward control schemes where all your moves are available in any situation. MercurySteam's games overcomplicate the controls with a ton of hotkeys and contextual behaviours.
Don't forget about how they ruined the ending bit with the baby Metroid, whatwith them having you do battle while it was following you, compeltely missing the point of the original.
Gameplay is of course the most important thing about a game, but it's remarkable how AM2R and especially SR managed to overlook a lot of the environmental storytelling of the original. Especially considering it's a monochrome game boy game.
Subtlety flies over peoples' heads, sometimes
Yea. It’s just bafflingly good.
I went back to it after playing the Prime games first, so I’m not biased by having grown up with it.
>Shiny new graphics and extra bullshit
what a joke, the original is borderline unplayable.
go back to Ganker kiddo
have a nice day. No, wait, before you have a nice day please embarrass yourself further and tell us how you think Metroid 1 needed a minimap.
>3D aiming came at the cost of mobility while aiming
it's like you haven't even played the original
>I much prefer 8 way aiming with free movement
bet
Enemy hitboxes are much larger in RoS than SR. If you don't use 3D aiming you will miss, and if you use 3D aiming then you cannot move. This is not a situation that exists in the original.
In RoS landing hits successfully actually aids mobility because Metroids suffer knockback.
Metroid II may not have had 8-way aiming but simultaneous evasion and offense was certainly part of the game. Even the addition of aiming down was important and useful enough that they tutorialized it in the second room of the game.
You'd know all of this if you played the games, too.
Best movement (like a 2D Mario 64)
Best story
Best presentation
Every Metroid game since has been pining for Super’s greatness. Prime 1 comes the closest, primarily because it rips off Super the most.
The best part of Super is that you can sequence break in so many ways and there's tons of neat little tricks you can do. You can sequence break so fricking hard that you can literally do every boss in reverse order. IE, not killing any bosses and killing Ridley first, then going backwards from there. It's nuts.
Just the freedom of movement and exploration is unmatched.
People that can manage to go down and kill Ridley without Varia scare me.
I just saw one of those runs recently, it was tres impressive.
Fusion was the first one to have actual fun combat gameplay.
I thought the 2D ones were kinda lame, so I never tried the 3D ones. Everyone was always gushing so much over it, so I might try one in the future. The gamecube trilogy is probably kinda dated now.
What didn't you like about the 2D games? The exploration is the main draw of both 2D & 3D, so if you don't like one it's unlikely you'll like the other.
They were kind of dated on release, but you are on a retro game board, so you probably enjoy these types of games irregardless.
It's the only good one.
It is fantastic and is one of the absolute best-aged games of its era, though after playing every Metroid MANY times and playing MANY romhacks, I like going back to Zero Mission more. My main reason? I hate the fricking grapple beam and it becomes even more insufferable in romhacks that want you to use it a lot.
I played through Metroid 2 blind as my fourth Metroid game (after Super and the GBA entries), the 3DS Virtual Console version, and it's fricked up but I think I still prefer it to Samus Returns and AM2R. Maybe it's just about which version of Metroid 2 you play first. But I feel like both remakes miss something essential about it.
It was my first Metroid game and I wouldn't wish anyone to suffer through it.
>Is Super Metroid really the best one in the series
Yes. It's the one that is the most tightly designed
>or is it the one everyone simply grew up playing?
I didn't grow up playing it, I played it when i was an adult.
It's the best and by a lot. GBA-gays are fricking mental and the euroHispanic ones are mid. Prime's solid but it's just too much of its own thing and not nearly as replayable or interesting to 'game'. It's far more "lock and key"
https://tiermaker.com/create/all-metroid-games2023-15881878
Post em.
there's just too much wrong with this
Yea I didn't really know where to put Metroid Prime Trilogy, it probably should be higher.
something like this
It's the best /vr/ Metroid.
Recommend me some interesting romhacks for super or zero
Super was all but literally made for randomizers, so any good item randomizer
Subversion- is honorary unofficial Super Metroid 2, you would be remiss to not play it.
Ancient Chozo- is a remix or master quest type of Super Metroid, where a lot of the beats are the same, but they detour off in very strange ways that test your knowledge of the game mechanics, but not the original overworld.
Project Base- is Super Metroid, but with more shortcuts, the ability to use the phazer beam with the plasma beam for more late game wreckage, and some stuff I don't remember. It's the better play above the original ever again, surely.
Hyper Metroid- uses project base, and builds off into a new game, one that is non-linear and allows more freedom for doing it in many different arrangements.
those are the best I know
Good list. Subversion did something no other Metroid ROM hack did: It fricking surprised me.
I'm also gonna throw a recommendation in here: Ascent is really damn good.
>Is Super Metroid really the best one in the series, or is it the one everyone simply grew up playing?
The game came out in 1990s. Only Millennials would have grew up playing it. It's 30 years old
Why the frick do people hate zero mission so much am I missing something
Probably because it tells you where to go
Zero Mission is good and I enjoyed it myself as well.
Just a lot of gays on this board that cry over anything really.
I can’t speak for everyone, but basically everything about it rubs me the wrong way.
- I don’t think Samus should move fast or be as agile as she is in ZM (Super’s Space Jump should be her most agile move). She’s wearing a giant metal suit of armor: picrelated. The Metroid Prime games get her general movement speed and sense of weight right.
Fusion at least makes a good excuse for her faster movement speed, with the Fusion suit being a clearly slimmer and lighter design. Zero Mission throws away any sense of weight in the controls. The controls aren’t simulating a space bounty hunter in heavy power armor anymore, it’s simulating a generic anime superhero who can jump and flip around everywhere like it’s nothing.
- The map is a downgrade compared to Super (arguably no Metroid game matches Super Metroid’s map layout: it just does so many things right that the other games either forget to do or which hadn’t been done before)
- The art is some of the most generic 00’s stuff in the series, and Metroid honestly hasn’t really recovered from ZM’s artstyle change. Other M, Samus Returns, and Dread are still iterating on the bad style choices of ZM. Fusion has a ton of style and personality, so it’s strange to see ZM be so generic in comparison. My complaints with ZM’s art are too many to get into with one post: but my biggest issue is associating the Chozo with this extremely generic Egyptian hieroglyphic style. They were always so alien and creepy in the games that came before ZM, so it’s a huge downgrade. Generally ZM just doesn’t feel creepy enough at all.
- Waypoints. It’s a casualized game.
- The story elements are basically proto Other M. Fusion has the same problem, but it feels worse in ZM with the artstyle downgrade.
Idk. Just the whole thing rubs me the wrong way.
Played ZM recently and I really did not like the comic book-style art stills. The in-game art mostly looked great
It's kinda fascinating how they seem to run with the 2D Metroids having western comic influenced styles in the art and ads. I don't think it's really prevalent in the games themselves barring Zero Mission
Metroid Prime 2 had a gritty comic style to the graphics, in lieu of the shiny sci-fi of the first Prime.
>I don’t think Samus should move fast or be as agile as she is in ZM
she objectively shouldn't, her speed and acrobatics were the boon she gets in Fusion, when the X Parasite disrupts her body chemistry, and they surgically remove large portions of her suit. it's why she takes so much damage, and she can no longer wield the ice beam, instead needing to encapsulate distinct blasts in her missiles in order to utilize the freezing effect.
Autism: The post.
Soulful.
Super Metroid is amazing and a big reason for that is that it's easy
*Easy to learn, hard to master.
You mean easy to beat, hard to master. You can never master it and still clear the game just fine. But the fact you're predominantly rewarded through exploration for playing the game well is a big part of it, and the overall ease of it combat-wise helps suck you into the atmosphere. I appreciate Fusion, but if Super was more like it, it wouldn't be nearly as effective as the immersive 16-bit game it is.
I hear what you’re saying, but is my choice of words something to be pedantic over?
i don't know where i'm going
AM2R > Fusion > Zero > Super
Metroid 2 was a good game, for the story. It was bearable, so it didn't seem like the first. Enjoyed the first much more. Just bring back the Metroids
Beatable. Not bearable. I did not say that. Autocorrected.
NEStroid > Metroid II > Super >> Dread >>>>>> Fusion
With control freak it's the best, without it it's frustrating
1 has better gameplay and enemies. Super has better graphics, sound, controls, and atmosphere.
I don't like how Samus feels in Super, but the world is the best.
I love fusion and zero mission, and fusions was the first 2D Metroid I played, but they hold your hand a bit too much. The world feels friendlier than it should.
The original Metroid, on the other hand feels like a hellish nightmare full of identical hallways.
Super Metroid strikes the best balance of hostility, sense of isolation, and variety.
moron
He brings up good points though. ZM and Fusion show their guiding hands more than any other Metroid. NES Metroid is still one of the toughest games in the series because of some of those identical looking hallways and low drop rates. Though that can mitigated by remembering to just not go down certain paths, like that fricking horrible cluster of hell rooms in the upper right portion of Kraid's lair that's solely there to waste your time.
And Super is definitely the best mix between exploring a place that wants you dead, but still has plenty of visual variety for easier navigation.
not just brings up good points, he's spot on. Super Metroid feels dangerous, until you gain powerups, and pop back into previous areas via new routes.
Yep.
It's the best one in the sense that it broke ground in a way no other Metroid game has even come close to doing since then. The closest one to being as innovative was Prime. Every Metroid game since Super Metroid and Prime have been released are essentially clones of those 2 games with minor changes to them. So yes, it is the best one in the sense that I would almost consider newer Metroid games to essentially just be patches to Super Metroid in how little they change.
People say "Metroidvania", but all they mean is Super Metroid clone. Castlevania: SotN didn't introduce anything to the genre other than equipment and RPG number damage displays accompanying attacks, which most "Metroidvania" games don't even use. It's criminal that Castlevania even got to attach their name to the genre since all they did was shamefully rip off Super Metroid and throw a Castlevania filter on it.
There's a part in Super Metroid-- now, I'm remembering this from a long time ago, so bear with me on the details-- but there's this part that has always stuck with me as brilliant design and one of my favorite moments in the game, and I think about it a lot when playing similar games. There's this one single-screen room with nothing in it but one of those little pots that bees fly out of forever. You can run in, see there's nothing in it, and leave. But you first encounter it right after you get the beam that keeps going after it hits a monster. So if you do the typical, natural thing to do.. which 90% of players will.. you run in, see a bee come out of the pipe, and shoot it.. and the room is set up just right so your beam kills the creature, keeps going, hits the corner of the wall, and breaks a single block in it. It very carefully leads you, almost unavoidably, into breaking that block. But it doesn't FEEL like that. It FEELS so much like you just, out of your own smarts or luck, just discovered a secret. And so you go into ball form and squeeze through that hole.. what's on the other side? A single room with a missile? No... it's a way to break completely into a whole new zone. New architecture, new creatures, holy shit we've gone off the grid and it's insane. This feeling of genuine, ORGANIC exploration is so sublime here and it's something so few successors have ever been able to get quite right. Yes, when you boil it down, some developer designed it. But what makes a game truly immersive and memorable (like Super Metroid is) is whether you can successfully suspend disbelief and actually believe you've pierced the veil and are seeing things no one else has ever encountered before. I know Metroid Fusion tries to replicate this with the "the Federation is against you and have locked down the station, you have to go behind the scenes".. and it's ok.. but it's just not quite the same when it's tied into such a linear narrative.
Yea, I know what you're talking about.
Super Metroid is honestly packed full with that sort of design. Once you see it you can't help but appreciate how incredibly well it all fits together. I had the same experience.
Fusion is jam packed with moments where I would check my map wondering if I'm going the right way, because I bombed out a wall and I just entered room after room, like this is a long secret. Nope it was the way to the next objective, LOL. Why can't Metroid Prime compete.
dude fusion is linear as frick. You where going "the way to the next objective" because it was the ONLY way to go. It's impossible to go anywhere else until you beat the final boss.
God I hate Fusion.
I just replayed it last week. It's not as bad as you're trying to claim it out to be. You get a map download, and a map marker. However, you can't go straight there. Every single time.
Instead you have to explore around, AND AS I SAID; you bomb through a wall, and suddenly your map has like another half of the level that wasn't indicated, and with how strange the path tends to be, you begin to wonder if you're going the right way. It's awesome.
There was this one level where you have to reach a dead end, and come back, and you'll find that there's places to shoot out walls. Since you have the shinespark, you have to carry it a couple rooms and then it another dead end at an angle, in order to reach the next door lock.
Door locks are never marked on the map, in-game reason is for security. It's a great game. It's better than Metroid Prime in most ways. Replay it, and sit down.
I grew up with Fusion and Super is the best one.
I love it because of all the romhacks.
It really is, I played Fusion first. Didn't play Super until my twenties, it absolutely is the best one. Don't know how I missed it though, I had the SNES when it came out.
All things considered it is the best, although it feels really slow after playing Fusion or Dread.
I really don't like the Mercury Steam games but I can't put my finger on why
Is Metroid considered a horror game? It's never really brought up, but the eerie music and visual would have given kid me a spook.
It's not an outright horror game but it does have clear horror influences.
I believe people compliment it on its atmosphere, and that they're referring to how you're in a hostile environment in your stronk power armor, being all cautious, but also courageously taking risks in full confidence.
There's very few horror elements. It's not horror though.
Super Metroid probably has the most horror elements:
>Ceres Station
>Crateria Landing atmosphere
>First time Space Pirates arrive
>Crocomire's death
>Wrecked Ship and Phantoon
No other Metroid game really reaches this level, not even some of Fusion's atmsophere with the SA-X or finding Ridley in the freezer
>No other Metroid game really reaches this level
Prime 2 surpasses Super in the horror department.
Prime 2 is actually my favorite Metroid but I don't actually agree. Prime 2 has fantastic atmosphere, but it is more "despair", "bleak" and "depressing" and not remotely "horror" or "unsettling" in my opinion. There's a distinct difference between the two atmospheres and what they ellicit.
That's a nice opinion, but you're fighting demon possessed corpses in the first 5 minutes.
Comparing Super and Prime 2, Prime 2 has way more horror elements throughout, even if you don't personally find it scary.
Super Metroid is really well made and beautiful but the first Metroid is the best. True isolation and exploration. The main thing that people b***h about the first Metroid is that it doesn't have a map, but that would've killed the exploration. Everything after the first game has been too hand-heldy. Good games though, I mean it's still Metroid.
Not having an ingame map is the dumbest criticism of the original game. The world is so simple it doesn't jutsify one.
>all those repeating rooms with the same design
get thee behind me Satan
Idk. I can understand the appeal of a full hands-off adventure, and I wouldn’t mind if they tried to recapture that spirit in new games, but if I had played Metroid 1 in the 80’s I would have eventually made a hand drawn map of my own.
The map system of Super, where it auto-maps areas you’ve already been to just does for me what I would have done anyway.
Super also introduces the map stations, and you could make an argument that those go too far with handholding, but I think I prefer my videogames to be as self contained as possible. Minimal to no reference to hand drawn maps or Nintendo Power tips preferable.
The secret walls in Metroid 1 are also kind of inexcusable as far as wasting a player’s time. Not that they shouldn’t exist, but the X-Ray visor is a good addition for exploration.
>but if I had played Metroid 1 in the 80’s I would have eventually made a hand drawn map of my own.
yeah that's kind of the point, like Wizardry
it has the most tricky exploitable quirks in the series so autistics gravitate towards it. its not a good game except for the nostalgia factor
Way to expose yourself as a non-autistic.
Normalgays need to check themselves.
It's the only one that's fun
It's tied with Zero Mission as my favorite, but Super Metroid is for sure the best game on the Super Nintendo.
>The best one in the series
That'd be prime 2.
Man, I am a massive apologist for both Super and Prime 2, but I have to say Super is better.
Prime 2 might actually even be my favorite, but Super is just so well crafted and fun to play. Pure videogame
I will be replaying it soon and I hope it holds up Prime 1 kinda didn't lets be honest.
Prime 1 is one of the most timeless games there is, what the frick are you on about? There's even versions of it with vastly improved controls to play instead of strictly the original.
shit sucks, the level design is shotty, and I cannot believe how much they dropped the ball.
it was fun to play and replay once or twice, but it holds up less each time.
they did not capture what makes Super Metroid good. the artifact hunt is literal torture tier.
if they were going to have the audacity to make you retread paths and backtrack through previous areas with no change, no shortcuts, no differences between them, then they should have did the no-brainer thing, and placed more collectibles on those paths that required the later game abilities you would no doubt have.
ball status: dropped
can't say the same about your testicles, zoomer.
Prime's map has tons of shortcuts and alternative paths, what the hell are you on about? As you progress through the game all sorts of quick elevators from one area to another become available, and there's plenty of ways to work around the map quickly.
I'm not a huge fan of the artifacts but in terms of replaying it, there's only like two you have to run back out of your way for due to them needing super lategame powerups you wouldn't have while going through their areas, the rest you can get naturally while playing if you know where they are.
If you think that lowly of Prime 1, 2 will put you to sleep instantly. I can't believe the massive quality drop inbetween the two games.
>Prime's map has tons of shortcuts and alternative paths
kek
if you're just going to ignore what I was putting down then I will do you the same.
imo it's not just the best game in the series, it's the best game on that console.
It's either this one, Dread, or Prime 1. My personal favorite is Super though
It's still probably got the highest skill ceiling for sequence breaking and speedrunning.
>americans wake up
>thread becomes moronic
every time
>or is it the one everyone simply grew up playing?
Worse. People born in and around 1995 grew up hearing how good Super Metroid was from older boomers, and then just parroted them without actually playing the game. Same shit happened with Earthbound, and a number of other titles. The game is good, but this insistence that nothing holds a candle to it is pure delusion. But it's what proto-zoomers heard growing up.
The actual underaged one is you, back when Fusion and Zero Mission came out everyone that played Super Metroid was screaming about how irredeemably shit they were compared to it and the features they lacked or how handholdy they are (both valid points) rather than appreciating what those games incremented upon. It wasn't until significantly later that the public opinion shifted thanks to younger players who started on Fusion/Zero Mission trying to play Super and finding out that it controls like hot ass by comparison and is a much slower game.
I don't know, I think Prime 1 surpassed it in every way. It's probably the best of the 2D Metroids, but most of them are really close in quality and fun.