Metroid is such a fun series. I didn't get into the series until Zero Mission on the gba but I went and played Fusion and Super after that and the Prime games. Hunters was the first game I ever played online. Hope Prime 4 comes out in 2024.
Zoomers don't know that nobody cared about this game upon release. DKC and Earthworm Jim stole all the hype, it wasn't until months later when people started renting this and were like, wait a minute this is GOTY.
I played it every day back in 1995, I'd even record VHS tapes of me playing it and put it in the neighborhood kids' mailboxes to show how awesome it was. Parents didn't appreciate it but 2 or 3 kids came over to play it too.
I'd played Smash Bros before (my first one was actually Smash 64 on actual hardware) and I thought she was cool. So then I played Fusion and had fun so I went back and played Super then Zero Mission then the Prime games
I really gotta get around to downloading Trilogy and Primehack.
Not a Zoomer but Super Metroid and Symphony of the Night are still considered the best and YouTuber's jerk them off accordingly. IIRC, The Completion's 10 ten Metroidvania's banned them because they'd auto take the first two spots and there'd be no surprise.
OST, the atmosphere, the exploration, and the simplicity. Marks a time before nintendo adopted the design philosophy of "Wow cool [Gimmick] time to design our entire game around [Gimmick]". Also purely gameplay and lots of glitches for replays.
>"Wow cool [Gimmick] time to design our entire game around [Gimmick]"
That's every good game though. You need a gimmick for staying power. Your favorite games probably have a gimmick of some kind anyways, otherwise you have no room to talk with taste so boring.
>Marks a time before nintendo adopted the design philosophy of "Wow cool [Gimmick] time to design our entire game around [Gimmick]".
Well the thing about this is that if [gimmick] is something legitimately cool and revolutionary like "Mario but in 3D" you get kino, or something weird with a lot of potential like "Mario but water jetpack" still gets you a great game. But if [gimmick] is something shallow and stupid like "Zelda but wagglan" or "Metroid but THE BABY" you get crap.
I played this game recently and the abandoned wreck ship theme's atmosphere is top tier , the music, the rain , the darkness only illuminated by the steel robots , even the save room doesn't work , and phantoon's introduction , it was incredible
I like shootan missiles and cool beams and bombing things. Not hitting things with homosexual swords. Practically no castletroids worth a shit focus on ranged combat.
For me, it's all about the open-endedness and all the movement techs.
Once you get the mechanics and glitches down you blow the game wide open and pretty much can play it in any order you like.
I'm not much of a speed runner guy but Super Metroid really just just clicks something in my brain.
That, and I also grew up with Prime and Zero Mission so I already had an established connection with the series by the time I played Super proper.
The only people who really made a big deal about Earthworm Jim were Sega fans because it was the best graphics to ever appear on the Genesis even though SNES did that stuff regularly and the SNES version looked way better too.
I do remember that Earthworm Jim was shilled ridiculously hard at the time. Prob because Tommy was using his dad's money to really put it out there. I wouldn't be surprised if it was bought out to be GOTY too. It was also the more accessible game since it was on both systems.
Nobody cared about the game on release? That's a lie. It was pretty popular.
What you describe better fits earthbound. That game was panned and ignored by critics and people alike.
few classmates of mine had it. but everyone was obsessed with MK2/3, mario world, f-zero and killer instinct. video games, at least how i grew up, was still a couch multiplayer thing. most parents bought consoles for the entire family so everyone could play at the same time. i didnt learn about chrono trigger until much later when emulators were appearing online.
Variety of mechanics, constantly opening up new avenues in the gameplay department. Rewarded for mastery of the controls. It's what Nintendo used to do best.
Every time I play it I'm amazed at how they subtly teach the player how the speed booster works >noob bridge early on teaches the player about sprinting >the path down to speed booster has some breakable tiles that you need to sprint over to remind the player to be doing that >once the player gets the speedbooster they know to sprint out to avoid the breakable tiles >this activates the speed booster and so the player learns how to use it >if the player is quick enough to shoot the door on their way out their first speed boost will end with then slamming into a line of enemies which teaches them that they speed booster damages enemies >later on the player is taught how to shine spark by the animals
true kino
I also like how they teach you how to walk jump, though my dumb ass couldn't grasp it and instead taught myself how to bomb jump all the way up that shaft.
Don't forget that early room where the doors close even if you run fast but they still encourage you to play around and find out about running and you keep that in mind
just a random guess. snes was a powerful enough system that let them fully realize their vision from when they made the first game without holding back, essentially a remake done well
It's funny since the few cutscenes Super Metroid had were specifically designed to be "hollywood-esque". The intro is specifically highlighted to give the Japanese players a hollywood feel. Old interview of Sakamoto explaining this.
>Incidentally, this time the opening cutscene, credits, etc. show considerable application of movie techniques. >Sakamoto: I like movies! That said, even though we didn’t directly imitate movies, we did use heads and bodies from movie techniques. So this way we had a cool cutscene that we wanted to resemble a movie.
>Were Japanese subtitles a ‘super’ idea? >Sakamoto: That was during the development phase. >Osawa: At any rate, that made it look like a movie. >Sakamoto: It’s funny, but Japanese players also say seeing the opening message in English is pretty cool. Something, when it’s written in English, has a warm atmosphere.
>Let’s shift a little from talking about subtitles. There’s something there when you said you wanted it to look like a movie; was that your goal? >Osawa: What’s that? >Sakamoto: I was aiming for that! (Laughs) Really, I was just aiming for it.
>Sao: I see. And one of the goals for Super Metroid was cinematic presentation, wasn’t it? >Sakamoto: Yes. We had a strong desire to make something that people would compare to a movie. >Sao: You can really feel the cinematic presentation in the opening scenes. >Sakamoto: Yes. We put a lot of effort into how to present the text, having the camera move so you see a collapsed researcher, revealing that the strange cries come from a baby Metroid, and so forth. Beforehand, I actually made a video on VHS to convey that feeling. >Sao: You used a VHS camcorder. >Sakamoto: But how did I edit it? I don’t remember very well! (laughs) Anyway, when it came to cinematic parts – and there are many other instances – I worried to the very end about whether they were all right. >Sao: In what way? >Sakamoto: You know how, during the fight against the last boss, Samus’ energy reaches zero, so the player can’t do anything for a while? >Sao: Yes. You think, “What am I supposed to do?!” (laughs) >Sakamoto: I asked people around me about that, and some said that being unable to do anything wasn’t good for a video game, but I really wanted to do that. I really wanted to put in that scene, just like in a movie, in which the baby Metroid comes to help just when you’re desperate and wondering what to do. >Sao: It’s a moving scene. >Sakamoto: Yeah. As far as that effect goes, I’m glad I did that.
I think these two interviews are what I was referring to.
>Sao: I see. And one of the goals for Super Metroid was cinematic presentation, wasn’t it? >Sakamoto: Yes. We had a strong desire to make something that people would compare to a movie. >Sao: You can really feel the cinematic presentation in the opening scenes. >Sakamoto: Yes. We put a lot of effort into how to present the text, having the camera move so you see a collapsed researcher, revealing that the strange cries come from a baby Metroid, and so forth. Beforehand, I actually made a video on VHS to convey that feeling. >Sao: You used a VHS camcorder. >Sakamoto: But how did I edit it? I don’t remember very well! (laughs) Anyway, when it came to cinematic parts – and there are many other instances – I worried to the very end about whether they were all right. >Sao: In what way? >Sakamoto: You know how, during the fight against the last boss, Samus’ energy reaches zero, so the player can’t do anything for a while? >Sao: Yes. You think, “What am I supposed to do?!” (laughs) >Sakamoto: I asked people around me about that, and some said that being unable to do anything wasn’t good for a video game, but I really wanted to do that. I really wanted to put in that scene, just like in a movie, in which the baby Metroid comes to help just when you’re desperate and wondering what to do. >Sao: It’s a moving scene. >Sakamoto: Yeah. As far as that effect goes, I’m glad I did that.
I think these two interviews are what I was referring to.
Not that anon, but I'm playing Other M right now just to see it for myself and more than anything else it's painfully obvious that Sakamoto just wanted to make a movie about Samus. The cutscenes feel so much like they're from a movie and the gameplay just seems like generic Metroidesque gameplay to move the story along. The fact that they got Team fricking Ninja of all devs to design the gameplay (or did they just do the combat?) is still astonishing to me.
I'll give them that the combat is kinda decent for something that only has the wiimote as a controller and they maybe couldn't have done any better with such a limitation, but it's still all just so baffling.
the combat is awful too, what are you talking about? sure they were limited by his dumb idea of using only the remote, but they didn't do anything to adapt to that and just jammed a dogshit imitation of other action games in where it didn't belong and without the mechanics to support it.
1 year ago
Anonymous
It's certainly not very good but it isn't awful either and I don't know what else they could have done for a fully 3D game with a dpad and like 2/3 buttons. The "exploration" part of the gameplay is pretty laughable so far though.
1 year ago
Anonymous
not slapped in generic action game enemies and encounter designs for one, sure it's a huge limitation but if that limitation is being imposed on you, then you gotta work with it. not make a game where 90% of the combat is just wiggling in place so the dodge can automatically iframe through anything and the only challenge comes from wrestling with the autoaim and waiting for enemies to do the thing you can counter.
1 year ago
Anonymous
Ok, what would you have done with it? Serious question because I have no idea.
1 year ago
Anonymous
assuming the same design limitations i think use the a button for a lock-on and make morph ball something else, maybe holding a and hitting another button? dodge on jump + a direction, toggle missiles with minus or b. just off the top of my head, and far from perfect. most of the issues come from having to rely on an auto-aim and contextual dodges, resulting in things like making the charge beam explode for easier hits. like i respect that they had to make deep cuts with what you could do, but the cuts they made control-wise seem at odds with the gameplay they were trying to design at the same time. sure it gets overshadowed because of how much of a character assassination trainwreck the story is, but team ninja also dropped the ball for their part, beyond just what sakamoto's mandates were.
Other M is probably overhated. I never played it but it looked fine. You get to fight phantoon and the nightmare.
1 year ago
Anonymous
Other M is actually underhated. The story caught all the flak so people ignore how bad everything else is too.
1 year ago
Anonymous
Other M is so bad that Nintendo pretends it doesn't exist
1 year ago
Anonymous
I'd chalk that down to the rabid internet hate machine, but again, never played it.
1 year ago
Anonymous
Nah, I'm not him but the one who first brought Other M up and it's pretty fricking bad overall, so far at least.
1 year ago
Anonymous
It is not overhated I can assure you. It's shit in every category from story to gameplay to art design to music (which is non existent for the majority of the time you're exploring)
1 year ago
Anonymous
The Ridley Stage in DOA3DS is pretty cool at least
1 year ago
Anonymous
It's definitely below average. Combat boils down to dodge->instant charge->repeat and whatever exploration is there is really basic and boring. Also they seriously made a boss that is literally just a guy driving a big forklift.
1 year ago
Anonymous
the forklift fight was at least so goofy that it became entertaining again for the wrong reasons
Team ninja were thrown under the bus. They wanted to make the game more like a normal Metroid game but Sakamoto insisted on all the dumb shit. But to be fair to Sakamoto he did seem to learn his lesson from it and understands what people want from Metroid now.
Other M combat had potential, but limiting it to just one Wii remote, with no nunchuck, and Dodging having invincibility frames on everything and kill moves being so easy to perform made it braindead
Other M is probably overhated. I never played it but it looked fine. You get to fight phantoon and the nightmare.
>You get to fight phantoon and the nightmare.
Nightmare is a fine fight from what I remember, but Phantoon is boring. Not enough phase changes, he just does the same thing over and over
Sakamoto has never wanted to make an actual metroid game, he wants to make narrative focused action games with metroid skins. Super was a fluke
1 year ago
Anonymous
He apparently got really furstrated at how long development of Super was taking, going around and shouting at the programmers "what are you making, a masterpiece?!"
I know society always latch on to 1 guy as the sole reason something is good but the codemonkies and thankless level designers are the reason super metroid and metroid dread are good games.
1 year ago
Anonymous
I wouldn't be surprised if SM was good in spite of sakamoto and not because of him, but I'm willing to give him the benefit of the doubt
1 year ago
Anonymous
I don't know and I don't care. MercurySteam + Retro has it now and I like what I see.
1 year ago
Anonymous
Sakamoto is still injecting moronic decisions into his metroid games (EMMI shit for dread), who knows with Tanabe/Retro; tanabe is very inconsistent and retro is a very different company now
1 year ago
Anonymous
though it quickly becomes apparent that you should just die if they see you once it's still a pretty nice system that works more than it doesn't
1 year ago
Anonymous
I disagree, map design is completely shat up because of them
Someone discussed gimmicks earlier, and EMMI is a clear case of "the game doesn't stick out otherwise" gimmick. I disagree, being good helps it stick out. I think we all were like "thank god" when Samus just instantly dispatches of the final EMMI
>and EMMI is a clear case of "the game doesn't stick out otherwise" gimmick
then they should have had a better gimmick or more innovative progression on exploration. Dread still had the same hidden destroyable block stuff since super
1 year ago
Anonymous
The EMMI system is pretty good on paper, but they didn't go all in by having them chase you around the rest of the game, and autosaving before encounters, leading to
though it quickly becomes apparent that you should just die if they see you once it's still a pretty nice system that works more than it doesn't
1 year ago
Anonymous
Someone discussed gimmicks earlier, and EMMI is a clear case of "the game doesn't stick out otherwise" gimmick. I disagree, being good helps it stick out. I think we all were like "thank god" when Samus just instantly dispatches of the final EMMI
1 year ago
Anonymous
I can't help but feel like Tanabe had nothing to do with Prime's success and was just a Japanese pride figurehead. Western influence is clearly all over the Prime games to the point I wonder if a single idea even came from him.
1 year ago
Anonymous
>I can't help but feel like Tanabe had nothing to do with Prime's success
He was responsible for at least greenlighting the morphball and was the one who told retro to incorporate tutorials into the visor. He was very hands on compared to miyamoto according to one of the devs with one of the kiwi talks videos
1 year ago
Anonymous
One of the dev's said Tanabe is a savant at boss design.
>Sao: I see. And one of the goals for Super Metroid was cinematic presentation, wasn’t it? >Sakamoto: Yes. We had a strong desire to make something that people would compare to a movie. >Sao: You can really feel the cinematic presentation in the opening scenes. >Sakamoto: Yes. We put a lot of effort into how to present the text, having the camera move so you see a collapsed researcher, revealing that the strange cries come from a baby Metroid, and so forth. Beforehand, I actually made a video on VHS to convey that feeling. >Sao: You used a VHS camcorder. >Sakamoto: But how did I edit it? I don’t remember very well! (laughs) Anyway, when it came to cinematic parts – and there are many other instances – I worried to the very end about whether they were all right. >Sao: In what way? >Sakamoto: You know how, during the fight against the last boss, Samus’ energy reaches zero, so the player can’t do anything for a while? >Sao: Yes. You think, “What am I supposed to do?!” (laughs) >Sakamoto: I asked people around me about that, and some said that being unable to do anything wasn’t good for a video game, but I really wanted to do that. I really wanted to put in that scene, just like in a movie, in which the baby Metroid comes to help just when you’re desperate and wondering what to do. >Sao: It’s a moving scene. >Sakamoto: Yeah. As far as that effect goes, I’m glad I did that.
I think these two interviews are what I was referring to.
>big atmospheric world to explore more or less without annoying handholding >detailed (albeit kinda unnatural) physics that enable cool movement tricks and sequences breaks >lots of attention to detail and extra mechanics that are seemingly just there for the sake of it
yeah I'm thinking ludo
I wish Dread had atmosphere even close to as good as this. How did they frick up the music when it's one of the best parts of the series? It's not even bad, just completely forgettable.
I was playing Super for the first time a few days ago and got filtered by top left because I had no idea there was even a "run" button until my friend told me there was. I suppose that would show up in the game manual, but I just jumped in emulating and wasn't looking anything up yet.
this is so weird to me, since the very first thing I always do when playing a game is look in the settings, and in there they have a controller button map and it shows the "Dash" button.
I guess most people don't do that, but I was very confused how many people didn't actually know about the run button.
1 year ago
Anonymous
Usually when starting a new game, I would do exactly that. However, in this particular case I think there are some factors that led me to not even glance at that. My first Metroid game, and my only one until just recently, was Fusion. I decided to play some other Metroid games, so on my friends' recommendations, I started with Zero Mission and then skipped to Super. So having played Fusion and Zero Mission, I had familiarity with the general controls of what I would call "modern" Metroid games. Of course, it is nonsensical to go as far back in time as Super from a game like Fusion and expect the control schemes to be the same--that is completely my own fault as a moron with brainrot that got wienery and assumed the controls and mechanics would come naturally, if not be the same as what I knew. Most of them did after briefly pressing some buttons to confirm what does what. Except, most critically, the dash button, because my subconscious expectation was that super speed shit would work how it did in Fusion. And coincidentally, while starting out, I never pressed the dash button while moving across a significant amount of uninterrupted terrain.
You are completely right, though, it is weird behavior. Must be brainworms from the past decade+ of vidya.
1 year ago
Anonymous
I can see how playing Fusion and Zero Mission would lead you to assume the controls would be similar. I played Super first so I guess I didn't have those assumptions
I hate how things weren't naturally connected. Everything took an elevator or train with a long loading screen. It's one thing to have it for convenience and Super makes you take one to get to certain areas but you literally can't just walk from one area to another in Dread no matter where it is. At least in those games you could still see the transition from one area to another when you took the elevators.
>You can't get lost even if you try
funny you say that when one of the biggest complaints about Dread was shitters getting lost and not knowing where to go next
I wish Dread was more open like Super, its sequence breaks are neat but a lot of them feel like they don't really save that much time.
My problem ever since Prime is taht teh areas don't feel alien enough. It's just rocks, and maybe some lava or ice, in Super Metroid the areas were teeming with strange biodiversity.
It's unironically the first Souls-like game. You just get presented with a world and some mechanics and you're given the task to figure it out. Some people hate that kind of game, but I think it's part of what made it great.
Not saying there weren't some casualizations but I'm genuinely surprised at some things like how space jump, screw attack, and wall jumps aren't just free and have to be timed still.
There's a little timing to wall jumps isn't there? Maybe I misremember, I'm getting too old to even remember such a new game.
Not saying it's like Super Metroid or Mario 64, but it's not as easy as new Mario where you can just spam the jump button.
You don't have to face away to wall jump anymore, just jump again when you're in a spin jump close to a wall. Hell they even made it so you can wall jump and keep your speed booster
The venn diagram of people too smart to not remember this in game but too dumb to not realize that's promo material from the game in development (thus dummied out scrapped content) is zero.
Unless it's from a fangame romhack or just a completely original creation to troll people then just frick you
Is that fricking romhack out yet? Also I forgot its name, I remember it has a cutscene where a sugoi anime style Samus argues with ADAM and swears a bunch
I wonder if the reason Prime 4 is taking so long is that Nintendo is extremely afraid of releasing a bad Metroid game again like Other M and Federation Force in case they frick up the franchise completely forever.
They basically admitted that was the reason, that the shitty Bamco studio making it sucked so they restarted it. They seem to give a shit about it at least a little. At the very least, it will probably be a polished game.
>I wonder if the reason Prime 4 is taking so long is that Nintendo is extremely afraid of releasing a bad Metroid game again like Other M and Federation Force in case they frick up the franchise completely forever.
They should be worried about making a shitty game like Prime 1-3. Fortunately they made the right decision here and canceled it to release Dread instead.
At this point they're probably optimizing for the next nintendo system for a crossgen release
>I wonder if the reason Prime 4 is taking so long is that Nintendo is extremely afraid of releasing a bad Metroid game again like Other M and Federation Force in case they frick up the franchise completely forever.
They should be worried about making a shitty game like Prime 1-3. Fortunately they made the right decision here and canceled it to release Dread instead.
>the worst prime game (3) is better than dread
The best prime game is worse than Other M. Retro is a no name developer that Nintendo handed off an IP they didn't care about to finally put the nail in the coffin. There is not a single aspect of the gameplay that the 2d Metroids have that is portrayed in Prime in 3d. They even fricked up the genre and made it an FPS.
>they didn't care about to finally put the nail in the coffin
yeah and instead it spearheaded the golden age of metroid which ended the moment prime games stopped being made. Fusion wouldn't even be greenlit if it wasn't for prime. Cope
>they didn't care about to finally put the nail in the coffin
yeah and instead it spearheaded the golden age of metroid which ended the moment prime games stopped being made. Fusion wouldn't even be greenlit if it wasn't for prime. Cope
Well yeah, Prime would have had to be handled by an actual development team instead of a bunch of nobodies and might not have been garbage.
Is probably cross/next gen exclusive so can't reveal it until the new console and even then, after all this fricking time, I figure they're not mentioning it again until the release date is 100% set.
Yep. It translates extremely well into a first person 3D game, you'll understand when you actually play and understand why people want another so much.
Why doesn’t anyone talk about how satisfying combat and movement is in Dread once you get the movement abilities? It’s the tightest feeling game I think I ever played.
we do, it's just lacking in level design and exploration along with EMMI sections making the game actively worse
>best art direction and color pallet >best movement and physics >best level design >only metroid where the speed booster feels fricking fast
really wish they would make a metroid in the vein of super. I like the prime series. Dread was ok, but i hated how 'clean' the levels looked, samus returns had the same problem.
The funniest part of the Metroid Dread treehouse reveal gameplay was when the presenters kept saying how AI Adam only makes suggestions and you can ignore him and they kept saying it as they know how much people hate other m and mentioning Adam triggers people.
Honestly bros I'm really looking forward to whatever Metroid 6 is. I expected nothing from Dread because I didn't like SR but was very pleasantly surprised by it even if it wasn't perfect. I have hope for this series again, something I never thought would happen again...
It gave you a fricking gun, you could shoot in all eight directions and use it as a tool. very hard to go back to the single horizontal swipe from castlevania and other metroidvanias when you've done a run of the metroid games.
Nothing.
I can’t thing of a single thing it does right. >gameplay
Mogged by DKC2 >graphics
Mogged by DKC2 >controls
Mogged by DKC2 >music
Imagine thinking generic “atmospheric” shit can compete with David Wise, LMAO
There’s a reason Frozen Ape still sold more than Dread or any indie shit that plays like Metroid. Actual gameplay is better than coomer shit.
>shows you a move you don't really need in your path
speak for yourself, i got stuck in the room with the animals that cartwheel up the wall. the door locks, i gave up.
I played it for the first time last year and it skyrocketed to my top 10. I didn't grow up with it, but it just hit a lot of notes with me. I loved the atmosphere, funky music, and secrets. It felt so undecidedly un-nintendo with the movement tech, horror aesthetics, and upgrade progression. None of their other games give you a nuke, one-hit-kill jump, and ability to fly. I loved this game.
Why doesn’t anyone talk about how satisfying combat and movement is in Dread once you get the movement abilities? It’s the tightest feeling game I think I ever played.
Because Primegays don't care about the gameplay. They couldn't care less about anything that makes Metroid, Metroid. They want a corridor and auto aim.
>satisfying combat
brainless shooting and a canned parry are not satisfying >movement
the animations are so good and flow together perfectly. I wish I could animate at this level. Samus just moving around looks cool in this game. Compare her animations to Returnal, which has better combat but the animations are lazy trash and do not make you feel cool.
zoomer here, played the game first time about 8 years ago on an emulator. it's amazing how hard it filters people >MUH FLOATY MOMMY WHERE IS MY LEDGE GRAB AND EASY WALLJUMP
>Endlessly replayable.
I got on a real hard Super Metroid romhack binge a couple months ago and I don't know why it consumed me so hard. Didn't feel like playing anything else, just went from clearing one romhack and straight into another.
Frick off trying to make me look like a samegayger. homosexual. Super Metroid sucks and is one of the most over hyped games of all time (along with oot and mario64)
Dunno, cause I havent played it yet.
But I played Metroid Prime Trilogy for the first tine in 2021 and theyre amazing games. All the hype was warranted.
>Prime gave us PHAZON and TUUUUUUUUUUUBEEEEEEESSSSSSSSS posting >SR gave us AEIONNNNNNNNNNNNNNNNN posting >Dread gave us Raven Beakposting (the best form of shitposting since Raven Beak is the best Metroid character)
What will Prime 4/Metroid 6 give us?
I like Metroid but I'm tired of the nostalgiagays who have never played a modern game in the genre screeching when a new one comes along. I have an IRL friend that has adopted this mentality and always kept saying "if you like game X it's because you never played Super Metroid" and then I played Super Metroid and still liked game X more. Turns out it was him that played nothing else.
the same reason i hate the term "metroidvania". some kid will play hollow knight or some other newer game, never having played the original super, SOTN or GBA games from both franchises. but action platformers are simply called that theses days for having progression and light RPG elements. it's just a gay, nonsensical term invented by soibeard millennials.
Played this game for the first time, a couple years ago, and it ended up making me a Metroid fan. I've beaten it and the first one, but I want to beat Samus Returns and Fusion before I get into Dread.
Me skipping it entirely.
Metroid is such a fun series. I didn't get into the series until Zero Mission on the gba but I went and played Fusion and Super after that and the Prime games. Hunters was the first game I ever played online. Hope Prime 4 comes out in 2024.
Zoomers don't know that nobody cared about this game upon release. DKC and Earthworm Jim stole all the hype, it wasn't until months later when people started renting this and were like, wait a minute this is GOTY.
I never had a snes. I didnt play Super Metroid until like 2006 or something and its still one of my favourite games.
I played it every day back in 1995, I'd even record VHS tapes of me playing it and put it in the neighborhood kids' mailboxes to show how awesome it was. Parents didn't appreciate it but 2 or 3 kids came over to play it too.
never played it until like 2020 and its still one of my favorite games
What's in it for you zoomers? There must be a billion metroidvania for you to play, why choose this old one?
I'd played Smash Bros before (my first one was actually Smash 64 on actual hardware) and I thought she was cool. So then I played Fusion and had fun so I went back and played Super then Zero Mission then the Prime games
I really gotta get around to downloading Trilogy and Primehack.
Not a Zoomer but Super Metroid and Symphony of the Night are still considered the best and YouTuber's jerk them off accordingly. IIRC, The Completion's 10 ten Metroidvania's banned them because they'd auto take the first two spots and there'd be no surprise.
>Not a Zoomer but Super Metroid and Symphony of the Night are still considered the best and YouTuber's jerk them off accordingly.
I'm guessing the people who do this grew up with them. That makes sense. I grew up with them and fricking love them.
>grew up with them
Nah. I played both as an adult, no nostalgia, and they are indeed pinnacle.
OST, the atmosphere, the exploration, and the simplicity. Marks a time before nintendo adopted the design philosophy of "Wow cool [Gimmick] time to design our entire game around [Gimmick]". Also purely gameplay and lots of glitches for replays.
>"Wow cool [Gimmick] time to design our entire game around [Gimmick]"
That's every good game though. You need a gimmick for staying power. Your favorite games probably have a gimmick of some kind anyways, otherwise you have no room to talk with taste so boring.
>Marks a time before nintendo adopted the design philosophy of "Wow cool [Gimmick] time to design our entire game around [Gimmick]".
Well the thing about this is that if [gimmick] is something legitimately cool and revolutionary like "Mario but in 3D" you get kino, or something weird with a lot of potential like "Mario but water jetpack" still gets you a great game. But if [gimmick] is something shallow and stupid like "Zelda but wagglan" or "Metroid but THE BABY" you get crap.
>"Mario but water jetpack" still gets you a great game.
What is with gamecubekids and their terrible taste?
I'm not a zoomer. I just only had the megadrive in that gen as Nintendo wasn't popular in eu.
>zooms don't play classics
>wtf are you zooms doing playing classics
Fricking head injury
I played this game recently and the abandoned wreck ship theme's atmosphere is top tier , the music, the rain , the darkness only illuminated by the steel robots , even the save room doesn't work , and phantoon's introduction , it was incredible
I like shootan missiles and cool beams and bombing things. Not hitting things with homosexual swords. Practically no castletroids worth a shit focus on ranged combat.
For me, it's all about the open-endedness and all the movement techs.
Once you get the mechanics and glitches down you blow the game wide open and pretty much can play it in any order you like.
I'm not much of a speed runner guy but Super Metroid really just just clicks something in my brain.
That, and I also grew up with Prime and Zero Mission so I already had an established connection with the series by the time I played Super proper.
why play the rest when you can play the best?
Same, but I played it around 2010 or so. Very fun game.
The first time I played this or any other metroid game was on my Wii U
No. You are a zoomer larping
Nintendo Power would not stop sucking its dick for the next year, dude.
They did that with every game. They're the publishers, after all. Antz racing on the GBC got a good score.
The only people who really made a big deal about Earthworm Jim were Sega fans because it was the best graphics to ever appear on the Genesis even though SNES did that stuff regularly and the SNES version looked way better too.
The ad spam for DKC and EWJ was out of control. Remember the hot garbage ad Super Mertroid got? With the cow?
Also SNES generally got first billing. They weren't hedging their bets on the genesis.
I do remember that Earthworm Jim was shilled ridiculously hard at the time. Prob because Tommy was using his dad's money to really put it out there. I wouldn't be surprised if it was bought out to be GOTY too. It was also the more accessible game since it was on both systems.
Nobody cared about the game on release? That's a lie. It was pretty popular.
What you describe better fits earthbound. That game was panned and ignored by critics and people alike.
few classmates of mine had it. but everyone was obsessed with MK2/3, mario world, f-zero and killer instinct. video games, at least how i grew up, was still a couch multiplayer thing. most parents bought consoles for the entire family so everyone could play at the same time. i didnt learn about chrono trigger until much later when emulators were appearing online.
Variety of mechanics, constantly opening up new avenues in the gameplay department. Rewarded for mastery of the controls. It's what Nintendo used to do best.
appeals to coomers and misogynists who want to see barely clothed woman as a reward for playing well
It’s literal perfection my gf even tells me it’s what I play when I’m stressed
Every time I play it I'm amazed at how they subtly teach the player how the speed booster works
>noob bridge early on teaches the player about sprinting
>the path down to speed booster has some breakable tiles that you need to sprint over to remind the player to be doing that
>once the player gets the speedbooster they know to sprint out to avoid the breakable tiles
>this activates the speed booster and so the player learns how to use it
>if the player is quick enough to shoot the door on their way out their first speed boost will end with then slamming into a line of enemies which teaches them that they speed booster damages enemies
>later on the player is taught how to shine spark by the animals
true kino
I also like how they teach you how to walk jump, though my dumb ass couldn't grasp it and instead taught myself how to bomb jump all the way up that shaft.
Don't forget that early room where the doors close even if you run fast but they still encourage you to play around and find out about running and you keep that in mind
just a random guess. snes was a powerful enough system that let them fully realize their vision from when they made the first game without holding back, essentially a remake done well
played it for a little bit, but honestly the music and the atmosphere gets me everytime I see or hear it
the first metroid was better
I didnt care for it. NES games are all pretty bad.
the kirby game for the nes is great, i liked it
Never gets old, I love this series bros.
>mfw green brinstar kicks in
I miss playing super metroid in the dark on a CRT
Lack of cutscenes.
Well you get the intro at the beginning, but yes once you're thrown into it you just get to play a game with no bullshit. It's great.
but the ones it had were great
but then Other M referencing the big one retroactively ruined it
It's funny since the few cutscenes Super Metroid had were specifically designed to be "hollywood-esque". The intro is specifically highlighted to give the Japanese players a hollywood feel. Old interview of Sakamoto explaining this.
do you have a link to that interview?
https://metroiddatabase.com/features/super-metroid-development-team-interview/
>Incidentally, this time the opening cutscene, credits, etc. show considerable application of movie techniques.
>Sakamoto: I like movies! That said, even though we didn’t directly imitate movies, we did use heads and bodies from movie techniques. So this way we had a cool cutscene that we wanted to resemble a movie.
>Were Japanese subtitles a ‘super’ idea?
>Sakamoto: That was during the development phase.
>Osawa: At any rate, that made it look like a movie.
>Sakamoto: It’s funny, but Japanese players also say seeing the opening message in English is pretty cool. Something, when it’s written in English, has a warm atmosphere.
>Let’s shift a little from talking about subtitles. There’s something there when you said you wanted it to look like a movie; was that your goal?
>Osawa: What’s that?
>Sakamoto: I was aiming for that! (Laughs) Really, I was just aiming for it.
interesting, thanks.
Not that anon, but I'm playing Other M right now just to see it for myself and more than anything else it's painfully obvious that Sakamoto just wanted to make a movie about Samus. The cutscenes feel so much like they're from a movie and the gameplay just seems like generic Metroidesque gameplay to move the story along. The fact that they got Team fricking Ninja of all devs to design the gameplay (or did they just do the combat?) is still astonishing to me.
I'll give them that the combat is kinda decent for something that only has the wiimote as a controller and they maybe couldn't have done any better with such a limitation, but it's still all just so baffling.
the combat is awful too, what are you talking about? sure they were limited by his dumb idea of using only the remote, but they didn't do anything to adapt to that and just jammed a dogshit imitation of other action games in where it didn't belong and without the mechanics to support it.
It's certainly not very good but it isn't awful either and I don't know what else they could have done for a fully 3D game with a dpad and like 2/3 buttons. The "exploration" part of the gameplay is pretty laughable so far though.
not slapped in generic action game enemies and encounter designs for one, sure it's a huge limitation but if that limitation is being imposed on you, then you gotta work with it. not make a game where 90% of the combat is just wiggling in place so the dodge can automatically iframe through anything and the only challenge comes from wrestling with the autoaim and waiting for enemies to do the thing you can counter.
Ok, what would you have done with it? Serious question because I have no idea.
assuming the same design limitations i think use the a button for a lock-on and make morph ball something else, maybe holding a and hitting another button? dodge on jump + a direction, toggle missiles with minus or b. just off the top of my head, and far from perfect. most of the issues come from having to rely on an auto-aim and contextual dodges, resulting in things like making the charge beam explode for easier hits. like i respect that they had to make deep cuts with what you could do, but the cuts they made control-wise seem at odds with the gameplay they were trying to design at the same time. sure it gets overshadowed because of how much of a character assassination trainwreck the story is, but team ninja also dropped the ball for their part, beyond just what sakamoto's mandates were.
Other M is probably overhated. I never played it but it looked fine. You get to fight phantoon and the nightmare.
Other M is actually underhated. The story caught all the flak so people ignore how bad everything else is too.
Other M is so bad that Nintendo pretends it doesn't exist
I'd chalk that down to the rabid internet hate machine, but again, never played it.
Nah, I'm not him but the one who first brought Other M up and it's pretty fricking bad overall, so far at least.
It is not overhated I can assure you. It's shit in every category from story to gameplay to art design to music (which is non existent for the majority of the time you're exploring)
The Ridley Stage in DOA3DS is pretty cool at least
It's definitely below average. Combat boils down to dodge->instant charge->repeat and whatever exploration is there is really basic and boring. Also they seriously made a boss that is literally just a guy driving a big forklift.
the forklift fight was at least so goofy that it became entertaining again for the wrong reasons
Team ninja were thrown under the bus. They wanted to make the game more like a normal Metroid game but Sakamoto insisted on all the dumb shit. But to be fair to Sakamoto he did seem to learn his lesson from it and understands what people want from Metroid now.
Other M combat had potential, but limiting it to just one Wii remote, with no nunchuck, and Dodging having invincibility frames on everything and kill moves being so easy to perform made it braindead
>You get to fight phantoon and the nightmare.
Nightmare is a fine fight from what I remember, but Phantoon is boring. Not enough phase changes, he just does the same thing over and over
Sakamoto has never wanted to make an actual metroid game, he wants to make narrative focused action games with metroid skins. Super was a fluke
He apparently got really furstrated at how long development of Super was taking, going around and shouting at the programmers "what are you making, a masterpiece?!"
I know society always latch on to 1 guy as the sole reason something is good but the codemonkies and thankless level designers are the reason super metroid and metroid dread are good games.
I wouldn't be surprised if SM was good in spite of sakamoto and not because of him, but I'm willing to give him the benefit of the doubt
I don't know and I don't care. MercurySteam + Retro has it now and I like what I see.
Sakamoto is still injecting moronic decisions into his metroid games (EMMI shit for dread), who knows with Tanabe/Retro; tanabe is very inconsistent and retro is a very different company now
though it quickly becomes apparent that you should just die if they see you once it's still a pretty nice system that works more than it doesn't
I disagree, map design is completely shat up because of them
>and EMMI is a clear case of "the game doesn't stick out otherwise" gimmick
then they should have had a better gimmick or more innovative progression on exploration. Dread still had the same hidden destroyable block stuff since super
The EMMI system is pretty good on paper, but they didn't go all in by having them chase you around the rest of the game, and autosaving before encounters, leading to
Someone discussed gimmicks earlier, and EMMI is a clear case of "the game doesn't stick out otherwise" gimmick. I disagree, being good helps it stick out. I think we all were like "thank god" when Samus just instantly dispatches of the final EMMI
I can't help but feel like Tanabe had nothing to do with Prime's success and was just a Japanese pride figurehead. Western influence is clearly all over the Prime games to the point I wonder if a single idea even came from him.
>I can't help but feel like Tanabe had nothing to do with Prime's success
He was responsible for at least greenlighting the morphball and was the one who told retro to incorporate tutorials into the visor. He was very hands on compared to miyamoto according to one of the devs with one of the kiwi talks videos
One of the dev's said Tanabe is a savant at boss design.
https://www.nintendo.co.uk/News/2017/September/Nintendo-Classic-Mini-SNES-developer-interview-Volume-3-Super-Metroid-1285309.html
>Sao: I see. And one of the goals for Super Metroid was cinematic presentation, wasn’t it?
>Sakamoto: Yes. We had a strong desire to make something that people would compare to a movie.
>Sao: You can really feel the cinematic presentation in the opening scenes.
>Sakamoto: Yes. We put a lot of effort into how to present the text, having the camera move so you see a collapsed researcher, revealing that the strange cries come from a baby Metroid, and so forth. Beforehand, I actually made a video on VHS to convey that feeling.
>Sao: You used a VHS camcorder.
>Sakamoto: But how did I edit it? I don’t remember very well! (laughs) Anyway, when it came to cinematic parts – and there are many other instances – I worried to the very end about whether they were all right.
>Sao: In what way?
>Sakamoto: You know how, during the fight against the last boss, Samus’ energy reaches zero, so the player can’t do anything for a while?
>Sao: Yes. You think, “What am I supposed to do?!” (laughs)
>Sakamoto: I asked people around me about that, and some said that being unable to do anything wasn’t good for a video game, but I really wanted to do that. I really wanted to put in that scene, just like in a movie, in which the baby Metroid comes to help just when you’re desperate and wondering what to do.
>Sao: It’s a moving scene.
>Sakamoto: Yeah. As far as that effect goes, I’m glad I did that.
I think these two interviews are what I was referring to.
Back then, they weren't afraid of the player getting lost.
>big atmospheric world to explore more or less without annoying handholding
>detailed (albeit kinda unnatural) physics that enable cool movement tricks and sequences breaks
>lots of attention to detail and extra mechanics that are seemingly just there for the sake of it
yeah I'm thinking ludo
>game drops you off on a planet: go
none of this map objective shit
It's okay, by 2022 standards.
>get morph ball
>planet becomes alive
>new crateria music plays
I wish Dread had atmosphere even close to as good as this. How did they frick up the music when it's one of the best parts of the series? It's not even bad, just completely forgettable.
Its not even Mercury steams fault lol. Because Nintendo did the music
I wish dread had a better map. You can't get lost even if you try
The game forces into a very linear path for most of the game. Then we get shit like the Jaffe shitstorm and now I understand why.
Filtering newbies is Metroid tradition at this point.
I was playing Super for the first time a few days ago and got filtered by top left because I had no idea there was even a "run" button until my friend told me there was. I suppose that would show up in the game manual, but I just jumped in emulating and wasn't looking anything up yet.
it ain't called the noob bridge for nothing
this is so weird to me, since the very first thing I always do when playing a game is look in the settings, and in there they have a controller button map and it shows the "Dash" button.
I guess most people don't do that, but I was very confused how many people didn't actually know about the run button.
Usually when starting a new game, I would do exactly that. However, in this particular case I think there are some factors that led me to not even glance at that. My first Metroid game, and my only one until just recently, was Fusion. I decided to play some other Metroid games, so on my friends' recommendations, I started with Zero Mission and then skipped to Super. So having played Fusion and Zero Mission, I had familiarity with the general controls of what I would call "modern" Metroid games. Of course, it is nonsensical to go as far back in time as Super from a game like Fusion and expect the control schemes to be the same--that is completely my own fault as a moron with brainrot that got wienery and assumed the controls and mechanics would come naturally, if not be the same as what I knew. Most of them did after briefly pressing some buttons to confirm what does what. Except, most critically, the dash button, because my subconscious expectation was that super speed shit would work how it did in Fusion. And coincidentally, while starting out, I never pressed the dash button while moving across a significant amount of uninterrupted terrain.
You are completely right, though, it is weird behavior. Must be brainworms from the past decade+ of vidya.
I can see how playing Fusion and Zero Mission would lead you to assume the controls would be similar. I played Super first so I guess I didn't have those assumptions
Yeah they basically block off paths they dont want you to use to railroad you
I hate how things weren't naturally connected. Everything took an elevator or train with a long loading screen. It's one thing to have it for convenience and Super makes you take one to get to certain areas but you literally can't just walk from one area to another in Dread no matter where it is. At least in those games you could still see the transition from one area to another when you took the elevators.
>You can't get lost even if you try
funny you say that when one of the biggest complaints about Dread was shitters getting lost and not knowing where to go next
I wish Dread was more open like Super, its sequence breaks are neat but a lot of them feel like they don't really save that much time.
My problem ever since Prime is taht teh areas don't feel alien enough. It's just rocks, and maybe some lava or ice, in Super Metroid the areas were teeming with strange biodiversity.
It's unironically the first Souls-like game. You just get presented with a world and some mechanics and you're given the task to figure it out. Some people hate that kind of game, but I think it's part of what made it great.
zelda 2 on the NES is the first souls like
>boss fight
>just starts more or less
>no gay intro and shit
>that noise when picking off small creatures
>they explode
Might replay Zero Mission, Returns, Super, Fusion and Dread tbh
Not saying there weren't some casualizations but I'm genuinely surprised at some things like how space jump, screw attack, and wall jumps aren't just free and have to be timed still.
Wall jumps are free now though. And screw attack has been free since they added respin in Fusion
There's a little timing to wall jumps isn't there? Maybe I misremember, I'm getting too old to even remember such a new game.
Not saying it's like Super Metroid or Mario 64, but it's not as easy as new Mario where you can just spam the jump button.
Pretty sure you just hold towards the wall and press jump.
You don't have to face away to wall jump anymore, just jump again when you're in a spin jump close to a wall. Hell they even made it so you can wall jump and keep your speed booster
I knew at least one other kid who fell down the shaft in brinstar, saved and for the life of him couldn't walljump out.
>crocomire
I love how Metroid trolls people like this with 1 or 2 things in every game
I'm not the only person who got stuck in that one part of Norfair in Super and didn't realize you had to run through the wall, right?
>super
>that fricking tube to get into maridia
>finish fusion 10 times
>each time I get here it fricks me up for a minute
Mario + Zelda = Metroid?
Nah. Metroid is more inspired by the Alien movies than anything else.
Metroid doesn't really have dungeons, the whole game is dungeons kind of. Which is why I think Soul Reaver is more Metroid like than Zelda like.
>STILL no way to beat this boss without taking damage
So stupid, it runs low e-tank runs.
The venn diagram of people too smart to not remember this in game but too dumb to not realize that's promo material from the game in development (thus dummied out scrapped content) is zero.
Unless it's from a fangame romhack or just a completely original creation to troll people then just frick you
Is that fricking romhack out yet? Also I forgot its name, I remember it has a cutscene where a sugoi anime style Samus argues with ADAM and swears a bunch
bruh it's been out for like a year now...
What is it?
not out yet
I wonder if the reason Prime 4 is taking so long is that Nintendo is extremely afraid of releasing a bad Metroid game again like Other M and Federation Force in case they frick up the franchise completely forever.
They basically admitted that was the reason, that the shitty Bamco studio making it sucked so they restarted it. They seem to give a shit about it at least a little. At the very least, it will probably be a polished game.
Wish they had felt like that for Chibi-Robo
>I wonder if the reason Prime 4 is taking so long is that Nintendo is extremely afraid of releasing a bad Metroid game again like Other M and Federation Force in case they frick up the franchise completely forever.
They should be worried about making a shitty game like Prime 1-3. Fortunately they made the right decision here and canceled it to release Dread instead.
At this point they're probably optimizing for the next nintendo system for a crossgen release
the worst prime game (3) is better than dread
>the worst prime game (3) is better than dread
The best prime game is worse than Other M. Retro is a no name developer that Nintendo handed off an IP they didn't care about to finally put the nail in the coffin. There is not a single aspect of the gameplay that the 2d Metroids have that is portrayed in Prime in 3d. They even fricked up the genre and made it an FPS.
>they didn't care about to finally put the nail in the coffin
yeah and instead it spearheaded the golden age of metroid which ended the moment prime games stopped being made. Fusion wouldn't even be greenlit if it wasn't for prime. Cope
you don't see these kinds of contrarians around here often
Great argument.
Well yeah, Prime would have had to be handled by an actual development team instead of a bunch of nobodies and might not have been garbage.
Retro was comprised of Iguana veterans who did a far better job than SPD did on fusion or Mercurysteam on SR/Dread
Is probably cross/next gen exclusive so can't reveal it until the new console and even then, after all this fricking time, I figure they're not mentioning it again until the release date is 100% set.
Are the Primes worth playing? I've played ZM, SM and Fusion.
Yes, all three.
yes
1 and 2? Sure
Can't comment on 3.
Hunters is garbage.
Yep. It translates extremely well into a first person 3D game, you'll understand when you actually play and understand why people want another so much.
They're overrated. The shooting is the worst part of this FPS series.
>The shooting is the worst part of this FPS series.
Almost like there's a reason Nintendo calls them First Person Adventure's.
yes
we do, it's just lacking in level design and exploration along with EMMI sections making the game actively worse
Yes, all of them. My favorite is Echoes
I've tried to play echoes for decades now, I've beaten prime 1 and 3 but I always quit 2 after just an hour or two.
I used to be down on Echoes but when I played it again with Primehack I really came to like it. Prime 1 will always be the best though
literally the only objectively perfect game
>What went so right?
i had a super when this title went gold then i went to the store for my cartridge.
looks like shit
controls like shit
sounds like shit, like listening to someone else play it on the other side of a wall
If you were Nintendo how would you normiefy Metroid so it sells as well as Zelda?
You can't.
Maybe make a Metroid gacha game.
Heavy amounts of cutscenes and narration to guide the player. And railroad the player with sequenced events all throughout.
Make Samus talk and have corny humor.
Let her have a mascot.
Add incredibly difficult hidden bosses.
Make some optional hardcore platform sections.
Add the creation engine/physics interactions from botw
Market it as "open underworld"
literally everything
>What went so right?
D e e R F o R c E
>tfw don't have a working WiiU anymore, so you cant buy the Prime trilogy off of the eshop
1 and 2 play great on Dolphin
I don't know or care about 3 because frick motion controls
>what is primehack
>>what is primehack
It's cringe. Any other questions?
>Any other questions?
Never fricking replying to me again.
That isn't a question.
I misread it as "suggestions" tbh, but I'm going to stick by it.
2 played like shit when I tried.
play the original releases so you get their original awesome main menus
Seriously though why can't Metroid crawl?
She can, just not in her huge ass suit.
>best art direction and color pallet
>best movement and physics
>best level design
>only metroid where the speed booster feels fricking fast
really wish they would make a metroid in the vein of super. I like the prime series. Dread was ok, but i hated how 'clean' the levels looked, samus returns had the same problem.
This song.
>creates the best protagonist design of all time
how did they do it?
The funniest part of the Metroid Dread treehouse reveal gameplay was when the presenters kept saying how AI Adam only makes suggestions and you can ignore him and they kept saying it as they know how much people hate other m and mentioning Adam triggers people.
They were specifically referring to Fusion.
That cancelled Xcom Metroid sounded cool
I mean it wasn't cancelled, it never got past the pitch.
Honestly bros I'm really looking forward to whatever Metroid 6 is. I expected nothing from Dread because I didn't like SR but was very pleasantly surprised by it even if it wasn't perfect. I have hope for this series again, something I never thought would happen again...
What is his endgame?
nostalgia mainly
It gave you a fricking gun, you could shoot in all eight directions and use it as a tool. very hard to go back to the single horizontal swipe from castlevania and other metroidvanias when you've done a run of the metroid games.
Nothing.
I can’t thing of a single thing it does right.
>gameplay
Mogged by DKC2
>graphics
Mogged by DKC2
>controls
Mogged by DKC2
>music
Imagine thinking generic “atmospheric” shit can compete with David Wise, LMAO
There’s a reason Frozen Ape still sold more than Dread or any indie shit that plays like Metroid. Actual gameplay is better than coomer shit.
>thinks spamming DKC2 means anything when DKC is clearly a dead series and no one outside of pure autists even give a frick about donkey Kong at all
>shows you a move you don't really need in your path
>shows you a move you don't really need in your path
speak for yourself, i got stuck in the room with the animals that cartwheel up the wall. the door locks, i gave up.
You did play it on a CRT, right?
I played it for the first time last year and it skyrocketed to my top 10. I didn't grow up with it, but it just hit a lot of notes with me. I loved the atmosphere, funky music, and secrets. It felt so undecidedly un-nintendo with the movement tech, horror aesthetics, and upgrade progression. None of their other games give you a nuke, one-hit-kill jump, and ability to fly. I loved this game.
Why doesn’t anyone talk about how satisfying combat and movement is in Dread once you get the movement abilities? It’s the tightest feeling game I think I ever played.
Because Primegays don't care about the gameplay. They couldn't care less about anything that makes Metroid, Metroid. They want a corridor and auto aim.
>satisfying combat
brainless shooting and a canned parry are not satisfying
>movement
the animations are so good and flow together perfectly. I wish I could animate at this level. Samus just moving around looks cool in this game. Compare her animations to Returnal, which has better combat but the animations are lazy trash and do not make you feel cool.
Can't even answer that
Super Metroid was designed so perfectly
I never liked Zero Mission too much. Super already retreads so much of 1, but does it much better than ZM.
>Prime 1 and ZM in C
>Prime Pinball above Dread, Prime 2, Prime 1, and ZM
do u save the animals?
Always, it's canon.
HEY
>hey
>none of you guys are funny
greetings from Germany
>animals weren't acknowledged in Dread
I get there's no reason to but it just feels like something is missing
yeah not even an easter egg update on how they are doing was lame
zoomer here, played the game first time about 8 years ago on an emulator. it's amazing how hard it filters people
>MUH FLOATY MOMMY WHERE IS MY LEDGE GRAB AND EASY WALLJUMP
pains me when I see people who say fusion/dread have better movement with those absurdly nerfed wall jumps
Dread's speed booster is absolute bonkers to compensate.
it's nice that it carriers over with wall jumping but it's wonky because it's tied to 8 directions leading to some misinputs with the analog
the first soiboi game
Super Metroid remains one of the most smartly designed games Nintendo ever put out.
Endlessly replayable. A perfect experience every time especially when you’re comfortable with the controls.
>Endlessly replayable.
I got on a real hard Super Metroid romhack binge a couple months ago and I don't know why it consumed me so hard. Didn't feel like playing anything else, just went from clearing one romhack and straight into another.
Tried playing it a year ago, this game stinks. Was disappointed after how much I enjoyed hollow knight
this
Frick off trying to make me look like a samegayger. homosexual. Super Metroid sucks and is one of the most over hyped games of all time (along with oot and mario64)
This so much! finally someone said it
Dunno, cause I havent played it yet.
But I played Metroid Prime Trilogy for the first tine in 2021 and theyre amazing games. All the hype was warranted.
I wouldnt be surprised it were the same with SM.
You will be disappointed
Have fun, Super Metroid is giga-kino. Especially the opening sequence, it's just unbeatable.
SM lives up to the prime trilogy. The other 2D metroids largely do not
Working on short charge, 3 taps isn't making much sense to me. Gonna work on being able to single way jump after I get this down.
I still cant get into it. The controls are a bit too stiff for my liking, other than that i had fun what little i played it
u go left u moron
For me it's the Zero Mission Power Suit
I wonder if we're going to see anything of Prime 4 this year
maybe a reminder it exists, but nothing with any substance
>Prime gave us PHAZON and TUUUUUUUUUUUBEEEEEEESSSSSSSSS posting
>SR gave us AEIONNNNNNNNNNNNNNNNN posting
>Dread gave us Raven Beakposting (the best form of shitposting since Raven Beak is the best Metroid character)
What will Prime 4/Metroid 6 give us?
space pirates will always be those ms paint blobs to me
I like Metroid but I'm tired of the nostalgiagays who have never played a modern game in the genre screeching when a new one comes along. I have an IRL friend that has adopted this mentality and always kept saying "if you like game X it's because you never played Super Metroid" and then I played Super Metroid and still liked game X more. Turns out it was him that played nothing else.
i want ridley to face the camera so he can look like this little goober
the same reason i hate the term "metroidvania". some kid will play hollow knight or some other newer game, never having played the original super, SOTN or GBA games from both franchises. but action platformers are simply called that theses days for having progression and light RPG elements. it's just a gay, nonsensical term invented by soibeard millennials.
>yfw seeing mother brain in dinosaur form for the first time
Um... SUPER FRICKING OVERRATED chud. You can't talk about this game here.
Played this game for the first time, a couple years ago, and it ended up making me a Metroid fan. I've beaten it and the first one, but I want to beat Samus Returns and Fusion before I get into Dread.
Samus Returns is better than Super.
I liked Zero Mission and a2mr more.
I like that Super Missiles are their own seperate resource. Dunno why, I just do.