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Metroid: Samus Returns


Mr Do 71

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Feel like this could become a new Fusion. That one was maligned for various reasons as well but had a solid core. 

 

I say that, but at the same time...

Spoiler

Playing hide and seek with Metroids is a terrible way of padding game time. 

 

At times I really, really like this, but then a stupid design decision appears and it drops down a peg. 

 

Also, making a classic wall jump is ehr... wrong. The game gives you a free jump whenever you summersault into a wall. No directional input required. Guess even the devs didn't like the circle pad. ;)

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I think the only complaint I have about the game is that the controls can be a bit fiddly, for example aiming a missile takes R, L, Y and circle pad. I think the fault lies more with the shape of the 3DS though. Pressing four buttons on a conventional controller wouldn't be a problem really.

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The Metroid battles are a bit annoying...

 

Spoiler

You know, at least in Metroid II the Metroid battles were quick and hectic despite the similarity.

MSR's Metroid battles are becoming prolonged snorefests, especially when one of them decides to run away multiple times. At this point encountering a completely out of place resurrected Kraid or Ridley would be a mercy.

 

The world itself is oddly disjointed. It never reaches that feeling of one connected system, now does it? Nor do the areas have a single theme. The hotch-potch presentation of sub-sections makes that a bit of a mess. ("You get a Norfair! And you get a Norfair! Everybody gets a Norfair!") I thought it real clever how AM2R expanded upon the bits and pieces from MII to give each area more distinction, but its like they went in the opposite direction here. Even the area names are just numbers.

 

Despite finally clicking with the combat-sans-counters, the game seems to slowly slide into a bit of a rut.

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19 hours ago, Thwomp said:

I think the only complaint I have about the game is that the controls can be a bit fiddly, for example aiming a missile takes R, L, Y and circle pad. I think the fault lies more with the shape of the 3DS though. Pressing four buttons on a conventional controller wouldn't be a problem really.

 

This is so true. I think playing the Switch in portable mode has made me realise how much I had just accepted pins and needles and hand cramps from portables. It's madness on reflection. 

 

That said, I'm not seeing the negativity of thread so far. It's belting along at quite a pace and has fantastic use of 3D (RIP).

 

(disclaimer: my favourite metroid is Fusion, and I'm hoping my Mini will be the first time I complete Super Metroid.)

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I'm  enjoying this at the moment.  I'm at 5 1/2 hours of play but probably not as far through as I should be as I spent a lot of time going back and finding new blocks requiring a new ability. The parry is a bit annoying, and I suck at the Metroid battles, probably  because of it.  

 

It doesn't help that 

Spoiler

Sometimes you can parry a Metroid, and sometimes it electrifies / burns or whatever.  Seems like they introduced the parry, thought it was great, play tested, thought it was too easy.  Fixed it badly.  Then they run off and hide, which is really confusing when you find an area with no Metroid but it's green and there is nothing there, then a 2nd green area with nothing there.  Then the 3rd area with the Metroid which buggers off after a few blasts... *sigh*

 

Also, it doesn't look particularly amazing to my eye.  Perhaps playing in 3D mode helps - I don't..

 

I'd also echo others comments about the 3DS and having to use multiple buttons.  Perhaps a toggle system would have worked better simply because it's a handheld.

 

Overall, I think it's missing some of the polish you'd expect Nintendo, but still has the fun factor.  I don't know, it's a bit of an odd ball.  Still, I remember loving Fusion, and not really getting on with Zero Mission, so glad I'm enjoying this for now at least :)

 

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Aside from the clunky controls I'm enjoying this loads! I love the Scan Pulse ability, which is great for a 2D Metroid noob such as myself, and all of the sound effects make it feel very familiar for someone whose experience with the franchise is mainly limited to Prime series. It's perfect for short bursts as well as there seem to be save points around every corner, pretty much.

 

Can't wait to get stuck in some more this evening! :)

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11 minutes ago, VN1X said:

Aside from the clunky controls I'm enjoying this loads! I love the Scan Pulse ability, which is great for a 2D Metroid noob such as myself, and all of the sound effects make it feel very familiar for someone whose experience with the franchise is mainly limited to Prime series. It's perfect for short bursts as well as there seem to be save point around every corner, pretty much.

 

Can't wait to get stuck in some more this evening! :)

 

Interested in how the Metroid battles hold up for you. :) No cramps yet I assume?

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1 hour ago, Cyhwuhx said:

 

Interested in how the Metroid battles hold up for you. :) No cramps yet I assume?

I've only fought one so far which wasn't too difficult. However, the controls do take some getting used to though as they're not as intuitive as I would've liked (the Morph Ball being a down > down on the Circle Pad is doing my head in plus the manual aiming and rocket switching being on the shoulder buttons isn't helping much either). The thing I dislike the most so far though is that the 3D FOV of the 3DS is so fuckin' narrow that I can't really enable it as I'm constantly moving the thing about (big hands innit). A shame really as I feel like Samus Returns is one of the few games which makes good use of the 3D. Thankfully it doesn't rely on it but it's still kind of a bummer. 

 

I forget but is shooting an enemy, after you've stunned/parried it, an auto-lock or no? 

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I caved in and bought this..and despite a rocky start with it (visual style, enemies that respawn off screen, using the circle pad etc etc) I think I'll probably persevere and see how long it remains entertaining.

 

I did quickly get used to the controls and the free aim though - and haven't found the parry-based combat too annoying yet - but overall it's feeling a lot better than I thought it would.

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13 minutes ago, Calashnikov said:

My Metroid parrying game is utter shite. I either swing too early or flap too late. Getting mauled.

 

Played and completed Metroid Fusion for the first time this past weekend as well. Really enjoyed it. This new one doesn't seem as good, but I'm only a couple of maps in.

 

Persevere, after you get the Ice Beam counters are pretty much obsolete.

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I think I have the ice beam. Shoots ice, freezes cunts? I've used it to make platforms out of badguys, but always change back to the O.G. arm cannon for blowing the balls off stuff. Should I be freezing them instead?

 

I actually quite like the parry counter. It's pretty satisfying when it comes off, but I can't get the timing right on those Metroid bastards.

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1 hour ago, Calashnikov said:

I think I have the ice beam. Shoots ice, freezes cunts? I've used it to make platforms out of badguys, but always change back to the O.G. arm cannon for blowing the balls off stuff. Should I be freezing them instead?

 

I actually quite like the parry counter. It's pretty satisfying when it comes off, but I can't get the timing right on those Metroid bastards.

 

Freeze, pump missiles. Kills most stuff infinitely quicker than waiting for a counter. The Metroids receive damage from the Ice Beam as well. 

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You can freeze things and then smash them with the melee as well.

 

Honestly I'm not sure they quite knew what they were doing with the melee aspect. It doesn't quite have a rhythm in ordinary combat. But I do really dig the backgrounds in the water level. (Area 3? Not the cleverest names here.)

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