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Sarcasmorator

Same as I ever was
(He/him)
MercurySteam sounds like a highly questionable company. I just finished the game last night though, so I'm going to focus on that here.

Overall, very very good. I wasn't expecting the high emphasis on combat and hit a wall a couple times in an aggravating way, but on replay I won't again. Once you have the patterns, you have them. I liked the EMMI stuff, only rarely found it frustrating. Each segment you have to get through is a mini-puzzle, and then you clear them.

I don't feel much of an impetus to find everything. I cleared the game with 50% items and didn't feel any lack. If you're getting hit you're in trouble no matter how many energy tanks you have. If you have the patterns down, your energy stays up. I get that some people like collectibles for collectibles' sake, but I don't as much. I might try to 100% it one day.

Overall I'd rank the games like this:

Super Metroid
Metroid Zero Mission
Metroid Dread
Metroid
Metroid Fusion
Metroid: Samus Returns
Metroid 2

The Super Metroid glass tube in retrospect is a serious design issue I'm willing to admit. I knew what to do there as a kid because every game magazine on shelves went out of their way to provide a tip for it when it initially released. I think those of us who grew up with the game just assume it's common knowledge.
IIRC I just set a power bomb off in there for no real reason and whoa, it shattered.
 

Phantoon

I cuss you bad
The Super Metroid glass tube in retrospect is a serious design issue I'm willing to admit. I knew what to do there as a kid because every game magazine on shelves went out of their way to provide a tip for it when it initially released. I think those of us who grew up with the game just assume it's common knowledge.

I don't agree. When you follow the path from the Wrecked Ship you come across a broken tube, which implies things. Then from that very room you find the Map Room for Maridia which shows rooms above and below it. I think it might be in the attract mode too... In fact I'd argue it's too easy to find by accident, I always power bomb in suspicious rooms and with the wall jump it's way too easy to get lost in Maridia before you're ready for it.

I think the save points in the Etecoon pit and Tourian are more serious design flaws.

Tourian I'll give you, Etecoons, no. They want you to learn the wall jump and that you're never stuck. If they didn't do that people would just reset, and *one* will get you out. It's a harsh lesson, I'll give you.
 

zonetrope

(he/him)
I also just beat it, 8:30, 58% items. I cleared out the stray items to the best of my abilities, but my interest waned after I hit my third or fourth shinespark puzzle. I looked up some videos of how to execute them, and I genuinely have no idea what button inputs I'm expected to do to pull some of these tricks off. But I had a good time with the game overall.
 

Lokii

(He/Him)
Staff member
Moderator
Just finished with about the same stats. Roughly eight and half hours and 50% items. Fantastic game, loved every second of it, especially the final boss. That was a real satisfyingly battle to learn and I appreciate the game wasn't afraid to have some teeth.

Now to take a big sip of coffee and read these spoiler posts.

diLcDZt.gif
 

lincolnic

can stop, will stop
(he/him)
I just started playing this last night and I'm having fun, but making the critical path when you first arrive in Cataris hidden behind a breakable wall is absolute bullshit. The only other rooms available are high temperature hazards, so I was like "Okay, guess I'm not supposed to be here yet, better turn around and go back through the loading screen again." Ended up having to look up a damn walkthrough after being unable to backtrack in any other meaningful way.

Maybe I'm just a dummy, because I don't see anyone else complaining about this particular thing, but I maintain this is a bad design move.
 

Lakupo

Comes and goes with the wind
(he/him)
I probably have the opposite take compared to Lokii, which is grinding to learn the patterns of the final boss has probably lowered my opinion of the game. (It's getting up there with EMMI chases being a waste of my time on the list of annoying things)

And on the other big topic, the one way doors and overall feeling of being guided throughout the game also takes away a lot of the Metroid feel for me as well. Fusion was on rails too, but it managed to make you feel like you weren't.

There's also a lot of weird paths in the endgame and trying to find more upgrades is kind of laborious pain. Also, because of the bosses that murder you if you don't get the pattern right, getting upgrades feels irrelevant! It's just filler at this point, which was a big problem in Samus Returns.

The game does make a lot of improvements over SR, and Samus's movement control is really good, can't argue with that, but it still suffers from a bunch of the design decisions that made SR kind of a slog for me (especially in my replay last month)
 

conchobhar

What's Shenmue?
I just started playing this last night and I'm having fun, but making the critical path when you first arrive in Cataris hidden behind a breakable wall is absolute bullshit. The only other rooms available are high temperature hazards, so I was like "Okay, guess I'm not supposed to be here yet, better turn around and go back through the loading screen again." Ended up having to look up a damn walkthrough after being unable to backtrack in any other meaningful way.

Maybe I'm just a dummy, because I don't see anyone else complaining about this particular thing, but I maintain this is a bad design move.
I got tripped up by the same thing! Really baffling bit.
 

karzac

(he/him)
I just started playing this last night and I'm having fun, but making the critical path when you first arrive in Cataris hidden behind a breakable wall is absolute bullshit. The only other rooms available are high temperature hazards, so I was like "Okay, guess I'm not supposed to be here yet, better turn around and go back through the loading screen again." Ended up having to look up a damn walkthrough after being unable to backtrack in any other meaningful way.

Maybe I'm just a dummy, because I don't see anyone else complaining about this particular thing, but I maintain this is a bad design move.

Exact same thing happened to me, I turned around and wondered for a while before taking a closer look at the map and realizing I must have been missing something.
 

RT-55J

space hero for hire
(He/Him + RT/artee)
Played through this two more times this week: once on hard mode doing whatever sequence breaks I could (barely making it under the 4-hour mark) and another time on normal with a slightly more refined route (clocking in at 2:51:25 in-game time).

(Slightly disappointed that doing hard mode doesn't also unlock the normal mode ending rewards, but whatever.)

The early Grapple Beam sequence break is interesting because of the tradeoffs involved. Doing it as early as possible requires a significant backtrack, but if you follow up on it you can do the Kraid quick-kill. However, if you wait until after Kraid, then it happens to fall perfectly en route. Either way, it feels extremely great to have that item early --- completely changes the feel of the second quarter of the game.

The early Cross Bombs sequence break is fun, but kind of weird that they included it. It doesn't really affect much, so I don't really understand it's inclusion (not that I'm complaining).

The early Gravity Suit sequence break is great --- makes the last 1/3rd of the game feel very different. Navigating and fighting bosses without the space jump and storm missiles is an interesting challenge, and justifies the inclusion of the spin boost imho. Also, getting that item and screw attack earlier is nice because of how it trivializes, like, everything in Ferenia. (Be aware that if you take this route the game expects you to bomb jump in a couple places where you would normally have space jump (which you can skip!).)

Anyhow, yesterday someone found an easier setup for the shoot-through-walls glitch, and with it I was able to skip that one boss in my most recent playthrough. Felt very gratifying when I nailed it.

Also, I just want to say that I appreciate how many of the bosses are vulnerable to the speed booster/shinesparks.

I really like this game. There are a few flaws and irksome things with the holistic design that I would generally attribute to bad direction (and a host of other things I can understand people would find offputting (that I personally don't mind)), but the craftsmanship of it is impeccable (Mercury Steam workers should unionize).
 

Sarcasmorator

Same as I ever was
(He/him)
@RT-55J Is there anywhere that offers a breakdown of these sequence breaks? I didn't even know you could hurt bosses with Shinespark in any way (usually not enough room to run around).
 

Ludendorkk

(he/him)
@RT-55J Is there anywhere that offers a breakdown of these sequence breaks? I didn't even know you could hurt bosses with Shinespark in any way (usually not enough room to run around).


Most of Shinespark kills involved bringing in the spark from outside the boss room. Look up quick kills for specific bosses on Youtube.
 

karzac

(he/him)
Having a lot of difficulty with Kraid . Any advice? Is there a way for me to get more energy tanks before this point? I've got 2 and 3/4s, but haven't been able to find another one. Scoured the map and just found a ton of missile upgrades.

EDIT: Nvm, just beat him.
 
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RT-55J

space hero for hire
(He/Him + RT/artee)
Is there anywhere that offers a breakdown of these sequence breaks?
There's a Metroid Dread speedrunning discord, but it's currently a mess of discussions with new stuff discovered multiple times per day. Like, the video Ludendorkk posted is a good start, but two other easier methods for the Drogyga skip have been found since that video has been posted. My best recommendation is to find any of those breaks that interest you and look up a tutorial on YouTube (there are dozens upon dozens already).

Having a lot of difficulty with Kraid . Any advice?
In the second phase if you time you charge shots in the right rhythm you should be able to both hit his belly and destroy the projectiles that come out of it at the same time. Also, don't forget to slide or morph until his belly spikes when he releases them.

I can't remember what you're e-tank options are at this point though (sorry).
 

Sarcasmorator

Same as I ever was
(He/him)
Cool, thanks!

I wonder how many of these are intentionally in the game. Cross bombs in particular I got to real late and they seemed inconsequential, and the boss kind of easy after the previous couple.
 

Vaeran

(GRUNTING)
(he/him)
Just rolled the credits on this: 8:46 completion time with 70% items. I had a great, if slightly uneven time with it! I don't know that I have much to say that hasn't already been said, but here we go anyway:

- Very pleased with Samus' moveset here, which had otherwise been stagnating since Super. The slide feels like a very natural addition, and I'll probably find myself missing it when I replay older games. And boss fights become much more fun once you can Flash Shift all over the place like a dang ninja.

- I'm very much of two minds about the E.M.M.I.s both from story and gameplay perspectives. Constraining them to designated zones is of course the only way to make them work, as the game would be unplayable if they could chase you all over ZDR. But part of what made Fusion scary even on the GBA was that (on your first playthrough, anyway) you never knew when the SA-X was going to show up. Here, clearly marked doors advise that YOU WILL BE HUNTED IN THE FOLLOWING ROOMS. I don't know that that necessarily invokes Dread. Metroid... Trepidation? Metroid Apprehension. Well, we can workshop it.

I get what they were going for, though, and I'll give them partial credit -- it does inject something a little new into Metroid, which probably needed it. But the just-a-few-more-rooms exploration of the old Metroid games is quite addicting and would regularly keep me up til the small hours. Here, the constant trial-and-error of the E.M.M.I. Zones can get tiresome quickly, and more than once I found myself staring at an E.M.M.I. door and deciding that I just didn't have it in me that evening, even if I'd have happily done more exploration instead. At its worst, it feels like a separate game jammed in there that you have to get through in order to get back to the Metroidin'.

As far as story goes, I assumed from the trailer that the E.M.M.I.s were Federation robots sent to hunt Samus down because of what she discovered about their dirty business in Fusion. I was... two-thirds right? Just kind of disappointing that that plot thread has apparently been forgotten.

- For most of the game I thought it was pretty funny that Raven Beak apparently had his brain stuck on using space jellyfish to take over the universe when the far deadlier X and the E.M.M.I.s are right there, but I guess his actual plan to clone Samus was pretty clever.

- Is it weird that I was happy to see the return of the X? I know they make all the enemies more of a pain in the ass to deal with, but I'm pleased they factored into the game as more than just a story hook.

- Also glad MercurySteam had the self-restraint not to throw in another fucking Ridley fight.

- Samus destroys yet another planet. If they really want to invoke true dread, they'll set the next game on Earth.
 

SpoonyBard

Threat Rhyme
(He/Him)
Some story thoughts:
A recent GameXplain video points out that sometime after Fusion was released Sakamoto said in an interview that when Samus absorbed the SA-X at the end it reverted her genetic condition back to normal, so she could use the Ice Beam again on the Omega Metroid. This has either been retconned, or handwaved, possibly. Perhaps the easiest explanation is that when Samus arrived at ZDR she had thought the Metroid DNA was gone, but it was merely dormant and re-awakened by Raven Beak in their first encounter.

That the SA-X was able to put the Metroid DNA in a dormant state (again, loose understanding of genetics here but whatevs, sci-fi has done worse) then it probably isn't too surprising that another strong X parasite could do the same or better. Since the SA-X had her original genetic material on hand and the Quiet Robe X (QR-X?) had Thoha genes then it's probably a safe bet that the Metroid genes are merely dormant, rather than nullified.

Hey at least this way they don't need to rename the franchise!

One other thing I think we should have seen is more of that Purple X that attacks Raven Beak. We never see a Purple X before so we know on sight that this one is unique, and it clearly transforms Raven Beak into an amalgamation of all the main bosses Samus encountered, but otherwise this comes out of nowhere. I think it would have been neat if we had seen this Purple X around the game world, in rooms of defeated bosses, after releasing the X. Just enough so the player would have a moment 'oh shit it's THAT X' instead of 'huh, it's an X' would have helped with that moment, I think.
 

Fyonn

did their best!
Regarding the X:
Having them replace all the enemies in the game is a neat bit of design, I think. Barely anything changes, but the entire game world is now more hostile because you get fewer resources from counter-kills, and some of your resources now run away from you. It's ultimately a minor speedbump, but I've never seen a game make your resource economy worse in this way before.
 

SpoonyBard

Threat Rhyme
(He/Him)
In sequence break news there's a fairly recent pair of big ones that let you get Space Jump and subsequently Screw Attack early.

When I replay for a faster time I may go for them, even if I wind up losing time in the attempts because goddamn how much fun would having them earlier be...
 

Becksworth

Aging Hipster Dragon Dad
So I got lingering question: What was the robot lady voice? You know, the one that was counting down to entering planet atmosphere and says "uploading data" when you reach a data point. At first I thought that was supposed to be Samus and they were cheaping out and using text to speech like with Adam, but no, she has actual spoken lines later in the game. Does her suit have an AI too?
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
I'm a little conflicted on the game itself. The controls are exceptional, combat feels good, the abilities I've acquired all feel great to use, with one or two small exceptions (aiming the grapple just after aiming and charging the omega beam made my hands feel like lobster claws). Early on the game feels pretty hand-holdy, in that it gives the appearance of letting go of the control of where to go without actually doing it ... I defeated the first two EMMI, and I wanted to go back and explore those areas a bit more to look for powerups but it wouldn't let me do that, until I did something else first. You know how in Super Metroid, sequence breaks aside, all of the original areas you go through are accessible until you get past that one way gate in Brinstar? This game sends you through one-way gates constantly, especially in the beginning. It's like the game doesn't trust the player to find the way forward, so it blocks off a lot of the previous avenues.

I surprised myself, because I was able to sequence break some things (and get the quick kill on Kraid) which was cool to do. But I was only able to do that this first playthrough because I heard it was possible, so I spent an extra few hours intentionally avoiding the direction I thought the game was leading me and tried to break some things. And it's neat they allow you to do that! But there's still something about the exploration for me that isn't really hitting as much as I would like it to. For example, I was also able to get a pickup early, and it said I wasn't allowed to use it yet, which was kind of a bummer. I think a lot of it comes back to they keep trying to add story into these games. Which isn't a bad impulse, necessarily, but I think for Metroid it's not great. Super Metroid is a masterpiece of understated storytelling, but aside from the very beginning and the very end there's no plot that isn't gameplay.
Yeah, I noticed this but I think there's a legitimate reason - the map is vastly bigger than Super and I think if they gave people carte blanche to wander about at will they'd get horribly lost.

As an experienced Metroid head it was pretty irritating, but I imagine the scope for going wildly off the plot is huge. Also as the map is bigger the proportion of new places power ups unlock is smaller so it saves old bits for when you'll have more stuff to do.
I've been really noticing this a lot, and I'm torn.

On the one hand, I think of Carrion, the game that looks like a Metrovania but isn't really, it's a linear path that twists through an open-ish Metrovania-like world with little free exploration. The path through Dread feels exceptionally routed, despite being absolutely littered with ability-gated doors all throughout. Instead of "super missile door here, I'd better come back" you get a lot of "This door is apparently openable with a normal or charge beam, but its just "access closed" until I can open it from the other side for some reason, so... OK, I guess I'll get to that when the game wants me to?" Part of the fun of a Metrovania is getting a new skill and immediately backtracking to hit all the places you've been passing up, checking for the powerups you can get now and seeing what new routes have opened. Teasing new areas just out of reach until you get the right item or ability is like, one of The Defining Features of the genre. Rather than that, Dread relies on putting you on the wrong side of a one-way door pretty often. Now, coming around to the other side of a one-way gate or block and opening a new shortcut can also be a really strong element in the genre, of course (see how often and well it works in e.g. Soulsborne world design), but I feel like the balance has shifted waaay to hard from the former to the latter here. I very much feel like I'm on a route the devs want me to follow and it feels a lot less like "exploration" because of it. When I got, say, the morph ball or the grapple beam, two abilities that I'd seen countless gates requiring, I wasn't able to really go back and explore all those new areas that had just opened up; I had to follow the path forward, and trust/expect that the intended path would guide me back through the previous areas on a later part of the route. The route twists and turns through different areas with all their connections, rather than "finish one area, do the next, maybe come back to grab a few items from the first at the end of the game," and I do appreciate the cleverness of the routing. But it also feels very guided.

On the other hand! I also think of Hollow Knight, which is very open and has very little guidance, which resulted in my spending a lot of time tracking back and forth and back and forth, searching for where the hell I was supposed to go, until I stumbled on or looked up the one corner of the one room I didn't remember to put a marker on. The map in Dread is very big and in some areas, a lot of the sections start to feel pretty similar; it's easy to get lost. (I remember getting the speed booster and thinking ooh, I can get that item in the wind fan now! and thinking "it's right over there" like three different times, getting confused because it wasn't where I swore it was, until stumbling on it later.) Keeping it wide open and going "alright, go nuts" would lead to a lot of backtracking and poking at every corner to find the way forward, and I know that can get frustrating too, especially with all the twisty-turny ways that the path can lead multiple directions through a single area without intersecting, so you take one tram from area A to area B and find out that you can't reach the part of area B you needed from that tram route, you had to take the elevator from area C, because those two parts don't connect yet (thanks to one-way doors, mainly). Dread cuts down the options at certain times and prevents some instances of getting completely lost or confused. Though, that also leads to some instances of "Ooh, I can open this gate/go through that space now! ...nope, it just leads me to a different corner of the big room I already had access to, nothing special."

I dunno, I see mention of sequence breaks and such, so maybe this is a first-play impression and on replays you find that you can pick at the seams and pull it apart a bit more. Guess we'll see.

I just started playing this last night and I'm having fun, but making the critical path when you first arrive in Cataris hidden behind a breakable wall is absolute bullshit. The only other rooms available are high temperature hazards, so I was like "Okay, guess I'm not supposed to be here yet, better turn around and go back through the loading screen again." Ended up having to look up a damn walkthrough after being unable to backtrack in any other meaningful way.
I also had to look this one up, since I was stuck with no way forward. Even more frustratingly, I had checked that immediate area for blocks I could open, I just apparently missed the two blocks I actually could open.
 
I've been really noticing this a lot, and I'm torn.

On the one hand, I think of Carrion, the game that looks like a Metrovania but isn't really, it's a linear path that twists through an open-ish Metrovania-like world with little free exploration. The path through Dread feels exceptionally routed, despite being absolutely littered with ability-gated doors all throughout. Instead of "super missile door here, I'd better come back" you get a lot of "This door is apparently openable with a normal or charge beam, but its just "access closed" until I can open it from the other side for some reason, so... OK, I guess I'll get to that when the game wants me to?" Part of the fun of a Metrovania is getting a new skill and immediately backtracking to hit all the places you've been passing up, checking for the powerups you can get now and seeing what new routes have opened. Teasing new areas just out of reach until you get the right item or ability is like, one of The Defining Features of the genre. Rather than that, Dread relies on putting you on the wrong side of a one-way door pretty often. Now, coming around to the other side of a one-way gate or block and opening a new shortcut can also be a really strong element in the genre, of course (see how often and well it works in e.g. Soulsborne world design), but I feel like the balance has shifted waaay to hard from the former to the latter here. I very much feel like I'm on a route the devs want me to follow and it feels a lot less like "exploration" because of it. When I got, say, the morph ball or the grapple beam, two abilities that I'd seen countless gates requiring, I wasn't able to really go back and explore all those new areas that had just opened up; I had to follow the path forward, and trust/expect that the intended path would guide me back through the previous areas on a later part of the route. The route twists and turns through different areas with all their connections, rather than "finish one area, do the next, maybe come back to grab a few items from the first at the end of the game," and I do appreciate the cleverness of the routing. But it also feels very guided.

On the other hand! I also think of Hollow Knight, which is very open and has very little guidance, which resulted in my spending a lot of time tracking back and forth and back and forth, searching for where the hell I was supposed to go, until I stumbled on or looked up the one corner of the one room I didn't remember to put a marker on. The map in Dread is very big and in some areas, a lot of the sections start to feel pretty similar; it's easy to get lost. (I remember getting the speed booster and thinking ooh, I can get that item in the wind fan now! and thinking "it's right over there" like three different times, getting confused because it wasn't where I swore it was, until stumbling on it later.) Keeping it wide open and going "alright, go nuts" would lead to a lot of backtracking and poking at every corner to find the way forward, and I know that can get frustrating too, especially with all the twisty-turny ways that the path can lead multiple directions through a single area without intersecting, so you take one tram from area A to area B and find out that you can't reach the part of area B you needed from that tram route, you had to take the elevator from area C, because those two parts don't connect yet (thanks to one-way doors, mainly). Dread cuts down the options at certain times and prevents some instances of getting completely lost or confused. Though, that also leads to some instances of "Ooh, I can open this gate/go through that space now! ...nope, it just leads me to a different corner of the big room I already had access to, nothing special."

I dunno, I see mention of sequence breaks and such, so maybe this is a first-play impression and on replays you find that you can pick at the seams and pull it apart a bit more. Guess we'll see.

it's almost over designed? Rarely feels like you are exploring.
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
My other takes:

Not a fan of the controls, at least in some regards. I think my main gripe is having to use the analog stick instead of the D-pad and how extremely, minutely sensitive it is. Combined with Samus's fast movement speed, it becomes a pain in the ass to try and do careful/sensitive maneuvers or aim when you can't stand perfectly still.

There have been many times when I've been trying to, e.g. solve a block gate above me with bombs and missiles both, and the problem I had was that with my move speed, situating myself under the single-block-wide area was proving finicky, and getting just the wrong angle would send me sprinting off and force me to re-do it.

Or there was one area with three single-block notches along a wall you could grip the ledges of in order to climb up. But the analog stick was so sensitive that it would register me wanting to climb up and roll into a ball in the crevice if I pressed the stick in any but a very exact (and counterintuitive) direction. These didn't feel like platforming or skill challenges, They felt like wrestling against the controls doing things I never intended them to do. Stuff like timing the right moment on a jump to dash or reverse direction and hitting the second jump off the wall, that's a challenge. The stick reversing or misinterpreting the direction is just a frustration.

Another extremely common issue I'm finding is that I'll, say, air-dash over an enemy, turning around to face them as I land and fire at their back, but the analog stick registered a slight angle and I end up firing diagonally up and just over its head, missing them completely.

But I think the real sin is that with all this analog oversensitivity and chaotic speed is that Samus's movement is still digital, i.e. you don't get the option to walk slowly. Especially since one of the central features of the game is a series of stealth sections where noises you make by walking get registered, but you're not allowed to slow down. Gentle, careful tilts of the stick send you off running at full speed or nothing. The all-or-northing also makes aforementioned platforming challenges more finicky, ultimately.
 

conchobhar

What's Shenmue?
Keeping it wide open and going "alright, go nuts" would lead to a lot of backtracking and poking at every corner to find the way forward, and I know that can get frustrating too, especially with all the twisty-turny ways that the path can lead multiple directions through a single area without intersecting, so you take one tram from area A to area B and find out that you can't reach the part of area B you needed from that tram route, you had to take the elevator from area C, because those two parts don't connect yet (thanks to one-way doors, mainly). Dread cuts down the options at certain times and prevents some instances of getting completely lost or confused.
That's true, but I don't think it's a given that a more open version of Dread would be, or would have to be, designed in the same way. That the map is so densely-packed, full of twists and turns, feels to me like a direct consequence of the macro-level design being so heavily routed— as a way to make it feel less linear. Certainly the five Nintendo-made games don't have this same density (or at least not as a matter of course), which I think also made them much less painful to do aimless backtracking in— the map design being that much more straightforward meant that getting from point A to point B was never particularly arduous.

There's also the option of a hint system. I mean, they already have the makings of one: not only are there regular terminals to contact Adam, but at several points in the story he will straight up tell you what to do and/or where to go. Yeah, these have become a dirty word in the series after Fusion (and maybe Zero Mission and Other M), but like… it's there, and if they don't want players getting lost, and players don't want to get lost, it's a pretty easy solution!
 

Sarcasmorator

Same as I ever was
(He/him)
I didn't have any trouble with the lack of analog movement, not least because if you're trying to be stealthy in an EMMI section you already have invisibility on (they'll hear any movement otherwise), and that slows you down. Aside from that, Samus only has fast and really fast as speeds, and that's fine by me.
 
Was the fight to get the
power bombs
choppy for anyone else? Though it was the only boss fight that I beat in one shot. Go figure.
 

lincolnic

can stop, will stop
(he/him)
I also had to look this one up, since I was stuck with no way forward. Even more frustratingly, I had checked that immediate area for blocks I could open, I just apparently missed the two blocks I actually could open.
Had my second play session again tonight and I ran into another room where the critical path was hidden behind unremarkable breakable walls (or maybe the floor). This is an absolutely terrible design choice and I can't believe they did it even once, let alone multiple times.

I also agree with Paul about the controls. For some reason I find it incredible difficult to simply crouch, and I feel like I wouldn't have this problem if I could use the D-pad.

Aside from that it's still fun to play a new Metroid. Tonight was my second play session and I beat Kraid, got the Varia Suit/Morph Ball/Bombs, and found the water area that starts with a D? before calling it a night. Starting to feel like more of the map is available to me now with the suite of abilities I have, which is nice.
 

SpoonyBard

Threat Rhyme
(He/Him)
Unmarked blocks on the critical path aren't totally unheard of in the series, though they can be rude. Super Metroid had several. (the super missile blocks barring the way into Kraid's area, and the bomb block in the very next room are all unmarked, the exit from lower Norfair isn't even a block but a straight up walk-through wall that's otherwise unmarked) Not saying this is a good decision, but it didn't feel unnatural to me within the rules of the series to start blasting at areas when I hit a roadblock.

I've started on something of a project, a map of the first region. Making Metroid maps isn't new territory for me (I added the ones for Prime 2 and 3 on GameFAQs way back in the day) but I'm not sure if I'll keep trying to polish this and make the other areas or not. How does it read to everyone at the moment?

DreadArtaria.png

Clearly unfinished, nothing is labeled at the moment besides icons and even those aren't finished. This was a first attempt to see how difficult it would be to create a pixel map based on composited screenshots from the Switch. (moderately difficult, it turns out)
 
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