Also I’ve just now realised Samus was raised by a male couple. I’m not gonna exaggerate it into a gay marriage, but whatever that was she was raised by two guys.
Samus is one of the most accidentally progressive characters of her time.
Who should we have under that suit so we can do a cool reveal at the end of the game?
A woman, I guess.
Well the games imply the entire remaining Chozo species co-raised her. They had long since aged out of child bearing age( you can make metroids but not figure out how to make an artificial egg I guess) she literally became their legacy
I got more of an impression they had reached some kind of Buddhist-y spiritually transcendent state and simply chose not to continue propagating their species as they left the universefor some mysterious new form of existence.
Also I’ve just now realised Samus was raised by a male couple. I’m not gonna exaggerate it into a gay marriage, but whatever that was she was raised by two guys.
Samus is one of the most accidentally progressive characters of her time.
Who should we have under that suit so we can do a cool reveal at the end of the game?
A woman, I guess.
Well the games imply the entire remaining Chozo species co-raised her. They had long since aged out of child bearing age( you can make metroids but not figure out how to make an artificial egg I guess) she literally became their legacy
I got more of an impression they had reached some kind of Buddhist-y spiritually transcendent state and simply chose not to continue propagating their species as they left the universefor some mysterious new form of existence.
One group did. The logs from prime sayb
something like they had just gotten so invested in science research they forgot to bone down
I have a podcast now. It's about video games and anime!Find it here.
Also I’ve just now realised Samus was raised by a male couple. I’m not gonna exaggerate it into a gay marriage, but whatever that was she was raised by two guys.
Samus is one of the most accidentally progressive characters of her time.
Who should we have under that suit so we can do a cool reveal at the end of the game?
A woman, I guess.
Well the games imply the entire remaining Chozo species co-raised her. They had long since aged out of child bearing age( you can make metroids but not figure out how to make an artificial egg I guess) she literally became their legacy
I got more of an impression they had reached some kind of Buddhist-y spiritually transcendent state and simply chose not to continue propagating their species as they left the universefor some mysterious new form of existence.
"Wait, a quick question before we transcend reality and leave the physical universe behind us...
"Sure buddy, what's on your mind?
"All our planet killing super weapons and destructive technology... what do we do with that?
"Huh... Good question. See that three year old orphan? Let's give it all to her. Maybe not all at once, like, we can scatter it across some planets like a really fun scavenger hunt. Sounds like a fun past time for a traumatized orphan that watched a dragon kill her parents.
"Okay, well, glad we got that all sorted out.
I've always liked the explanation that there's an element of Chozo space-magic required to make Samus's suit and weapons work properly. Since the Chozo pretty much ascend/sublime during her time growing up it always fit well in my mind that there would be a spiritual/deeper consciousness element to making her equipment work and it would also be an element that sets her apart from most of humanity (and why neither the Federation nor Space Pirates are able to reproduce her suit technology).
I mean it seems pretty clear that the power suit is cheating at some level. Mainly because morph ball. But Chozo tech is on the near-magic level as is. Would be amusing if she was making the morph ball work by just half-ascending to make room or something.
I do think if they want to go deeper into her motivation (than just the easy "my childhood got wrecked and I'm not letting that happen to anyone else" motive for exterminating the pirates) the ascension stuff gives you a warrior-monk angle. Alternatively, you also have her tidying up after the Chozo are gone (although really the metroids were working just fine until other people started interfering with the X suppression program, and making a mess of Chozo things... so really she's just putting things back where her adoptive family left them). In total though, she's basically following her adoptive family in trying to improve the galaxy. But instead of magic science labs she's got the magic armor and gun to put down threats.
I always like the idea that she chose to stay behind to keep any of the Chozo legacy from causing too much of a mess once the Chozo decided to ascend. The warrior monk idea fits in very nicely with this angle.
This approach seems like it is so rich for telling an interesting character story and not getting bogged down by a lot of extraneous things that diverge from the core of what people find cool about the character. What does it mean for Samus to be someone who's culture has essentially ascended to a higher plane of existence and yet she has remained behind? Why did she remain behind? Was it a matter of not being capable or was there another reason (acting as a guardian/person to clean up the mess left behind by the Chozo). You could use this as a justification for her Bounty Hunter/Guardian duality (got to make some cash to help pay for incidentals, but she has a deeper mission.) Why she tends to be detached from other humans (since they really aren't her culture and she doesn't identify with them). Throwing her in a situation where she needs something from the Federation or another political group, or the Federation/political group needs something from her could also be interesting prompts, considering that at some point she can always go "too much trouble, I'm doing it the easy way now because stakes are higher than your low level pissing match."
The Metroid games always seem to have had a core theme of loneliness and isolation to them and there is so much they could do with her background to tell interesting stories. Making her a more typical female character that has to fit into all the various female character tropes just comes off as a lazy cut/paste job that throws away an incredible premise.
My preferred way would also to do a lot of show and not tell. Depending on the game, I don't think I'd even want her to be voiced. Show her feelings of loneliness through her actions and non-verbal reactions. Show them through little actions she takes that goes out of her way from her main mission, but seem important to her on a personal level.
I could go on spinning off story and characterization ideas, but you get the gist. Sadly, it seems that the original creator really didn't understand what grabbed so many people about the games and character. Retro handled it much better in Prime 1 and 2, so I am cautiously interested in what they are going to make. In the end, the Metroid games are largely single character narratives done largely with very few characters present. They've pulled it off before, and other games like Aquaria have done a pretty good job, but it requires at least decent writing chops to pull off if you want to do a character story and not just go for the trite tropes that could be lifted from any other space soldier shooter type game.
To this day I think Samus might just be the character who's Creator's understanding of the character is most at odds with the fanbase's understanding of her.
But I really don't understand how you accidentally write a character who is a Power Armored Space bounty Hunter so dangerous she's the plan B after full scale military invasion fails. Yeah she adopts the Baby Metroid. But let's rephrase that. She adopts the spawn of the single most dangerous known lifeform in the universe. And in retribution for it's death procedes to vaporize Mother Brain and blows up the entire planet on her way out.
... Rare handled it much better, so I am cautiously interested in what they are going to make. ...
you mean retro? I agree for prime 1 and 2, but prime 3 kind of forgot that important isolation theme with all those talky talky NPCs telling you where to go and such. I really hope they lean back into the lessons from the first two rather than the third one. Isolation in a hostile environment, as well as a game world that has believable physical interconnectedness rather than being chopped up into a list of wholly disconnected places you pick in your ship.
This is impressive to me. I wasn't aware this kind of thing was possible. It seems they've basically hack-ported the game to add Gameboy Color support. I'm amazed you can even do this (I'm sure it involves hacking assembly since they certainly wouldn't have access to the source code :P)
This is impressive to me. I wasn't aware this kind of thing was possible. It seems they've basically hack-ported the game to add Gameboy Color support. I'm amazed you can even do this (I'm sure it involves hacking assembly since they certainly wouldn't have access to the source code :P)
Well, for what it's worth, Metroid II was the flagship title for the Super Gameboy, so it doesn't surprise me that there's some kind of color data present already.
0
Warlock82Never pet a burning dogRegistered Userregular
This is impressive to me. I wasn't aware this kind of thing was possible. It seems they've basically hack-ported the game to add Gameboy Color support. I'm amazed you can even do this (I'm sure it involves hacking assembly since they certainly wouldn't have access to the source code :P)
Well, for what it's worth, Metroid II was the flagship title for the Super Gameboy, so it doesn't surprise me that there's some kind of color data present already.
Eh, not exactly though. All they did was pick a really convenient palette and show it off on the box. It was never a proper Super Gameboy title (it's way too old for that) and even the Super Gameboy was limited in what it allowed you to do (basically it didn't control the sprite layer separately like the Gameboy Color's default palettes did). But what this is doing is far beyond that. There's per-tile palettes and even palette changes on conditions like freezing a Metroid. That has to require quite a bit of hacking I'd think.
Basically, to use a similar example - look at Link's Awakening DX. They had to specifically port that to its own GBC cart to give it "proper" colorization - probably easy for Nintendo because they can just edit the source code and the GBC is backwards compatible so porting is probably stupidly easy. But this guy must have had to edit assembly which is quite a bit of work.
Didn't the Super Gameboy have specfic pallets for a number of pre-SGB titles?
Yeah, it was coded into the SGB itself. If it detected X game it would load up a palette for it. But it was only one 4-color palette per game. Metroid 2's was that one that made whites yellow, grays red and blacks into a weird teal color :P
As impressed as I am by that, right now I'm just thinking, "Here comes that infamous Nintendo C&D."
It's a rom patch so I mean, I doubt Nintendo is gonna care that much. People do rom hacks and stuff all the time and Nintendo doesn't notice. I think A2MR was different since it was coded from scratch and really high profile. And you know, Nintendo was literally about to announce their own Metroid 2 remake...
Edit: Also from what I read this has been around for awhile but it was super buggy before and this guy apparently fixed it up and improved it.
Didn't the Super Gameboy have specfic pallets for a number of pre-SGB titles?
Yeah, it was coded into the SGB itself. If it detected X game it would load up a palette for it. But it was only one 4-color palette per game. Metroid 2's was that one that made whites yellow, grays red and blacks into a weird teal color :P
Actually, some games did 8 colors because they could treat the sprites and tiles as different palette. They coded this for a few games, and I think one or two of the included ones did it. For some reason though, the manual colors you could pick couldn't
I look at that colorization of M2 and at first I think that they did a really good job with the assets in that game. Then I realize it is mainly that they made some excellent palette choices that normally weren't available for NES games because of the limited color setups it had. Still, they did a good job with the tiles in M2 overall and made a damn expressive world for a 4 color monochrome.
As impressed as I am by that, right now I'm just thinking, "Here comes that infamous Nintendo C&D."
It's a rom patch so I mean, I doubt Nintendo is gonna care that much. People do rom hacks and stuff all the time and Nintendo doesn't notice. I think A2MR was different since it was coded from scratch and really high profile. And you know, Nintendo was literally about to announce their own Metroid 2 remake...
Edit: Also from what I read this has been around for awhile but it was super buggy before and this guy apparently fixed it up and improved it.
Yeah this isn’t the first gb colorization patch, there was a very good super mario land 2 one a few years back. The metroid 2 ones have always been buggy though. If he’s bringing some more advanced methods to it good for him but its not a new phenomenon.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
So as with many things on the net, that video is not absolute. I'm almost done with it but one thing is really bothering me - the video narrator said that having to explore the world to find all the places you can use the grappling beam is "not fun" and "you resort to using a guide."
Uh. I didn't resort to using a guide. If you're not having fun, that doesn't mean the game is poorly designed. It might be that you don't like that kind of gameplay - in this case, world exploration.
So as with many things on the net, that video is not absolute. I'm almost done with it but one thing is really bothering me - the video narrator said that having to explore the world to find all the places you can use the grappling beam is "not fun" and "you resort to using a guide."
Uh. I didn't resort to using a guide. If you're not having fun, that doesn't mean the game is poorly designed. It might be that you don't like that kind of gameplay - in this case, world exploration.
The different color pin system in Samus Returns was a nice feature to remember where you saw paths that needed a specific item though.
It’s strange, Samus Returns has fast travel points yet the backtracking felt more mundane than ever before. Maybe because it was more work to get around. I’d be happy if the melee counter mechanic doesn’t return - it made the regular enemies more annoying than they needed to be. Still a good game but far from a favorite.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Thought I just had: The video acknowledges that the tutorial tells you about the powers you'll get and use and the grappling beam portion CLEARLY does some camera work to let you know what grapple points can be.
So really, you should retain as you play through at least SOME points that look suspect for the grappling beam.
One point I think they had nailed dead to rights was the thing about the x-ray scope being required to platform across a phazon area. No game is perfect.
It’s strange, Samus Returns has fast travel points yet the backtracking felt more mundane than ever before. Maybe because it was more work to get around. I’d be happy if the melee counter mechanic doesn’t return - it made the regular enemies more annoying than they needed to be. Still a good game but far from a favorite.
Yeah, exploration/backtracking sucked in Samus Returns because you had to engage in the tedious combat for most of the game.
Also,
It was really dumb that the baby Metroid blocks were all over the world. Wasted time checking to see if every new item was the thing that would break them, only to finally find out you had to do a complete circuit of the map when the game was 98% done and you didn’t actually need the items behind them anymore
+4
H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
It’s strange, Samus Returns has fast travel points yet the backtracking felt more mundane than ever before. Maybe because it was more work to get around. I’d be happy if the melee counter mechanic doesn’t return - it made the regular enemies more annoying than they needed to be. Still a good game but far from a favorite.
Yeah, exploration/backtracking sucked in Samus Returns because you had to engage in the tedious combat for most of the game.
Also,
It was really dumb that the baby Metroid blocks were all over the world. Wasted time checking to see if every new item was the thing that would break them, only to finally find out you had to do a complete circuit of the map when the game was 98% done and you didn’t actually need the items behind them anymore
Despite not having played the original Metroid II, somehow I knew what you needed to break those, and had set aside one of the pin colors for them. It really wasn't all that much effort using the fast travel and knowing exactly where to go, from what I recall.
And again, I didn't find the combat tedious. *shrugs*
Edit: thinking about it further, it probably would've been better if the counter had been treated more as a 'second chance' mechanic for when you mess up, and only had the occasional enemy require its use as part of the intended strategy.
I also felt there were too many variations on special blocks that need X tool to blow them up. It's the least organic way to lock stuff away in a Metroidvania. Then again what else are you going to do when you get the space jump like halfway through.
It’s strange, Samus Returns has fast travel points yet the backtracking felt more mundane than ever before. Maybe because it was more work to get around. I’d be happy if the melee counter mechanic doesn’t return - it made the regular enemies more annoying than they needed to be. Still a good game but far from a favorite.
Yeah, exploration/backtracking sucked in Samus Returns because you had to engage in the tedious combat for most of the game.
Also,
It was really dumb that the baby Metroid blocks were all over the world. Wasted time checking to see if every new item was the thing that would break them, only to finally find out you had to do a complete circuit of the map when the game was 98% done and you didn’t actually need the items behind them anymore
Despite not having played the original Metroid II, somehow I knew what you needed to break those, and had set aside one of the pin colors for them. It really wasn't all that much effort using the fast travel and knowing exactly where to go, from what I recall.
And again, I didn't find the combat tedious. *shrugs*
Edit: thinking about it further, it probably would've been better if the counter had been treated more as a 'second chance' mechanic for when you mess up, and only had the occasional enemy require its use as part of the intended strategy.
This is what I thought, it wasn’t that it was bad, it was that every enemy was a counter enemy.
It’s strange, Samus Returns has fast travel points yet the backtracking felt more mundane than ever before. Maybe because it was more work to get around. I’d be happy if the melee counter mechanic doesn’t return - it made the regular enemies more annoying than they needed to be. Still a good game but far from a favorite.
Yeah, exploration/backtracking sucked in Samus Returns because you had to engage in the tedious combat for most of the game.
Also,
It was really dumb that the baby Metroid blocks were all over the world. Wasted time checking to see if every new item was the thing that would break them, only to finally find out you had to do a complete circuit of the map when the game was 98% done and you didn’t actually need the items behind them anymore
Despite not having played the original Metroid II, somehow I knew what you needed to break those, and had set aside one of the pin colors for them. It really wasn't all that much effort using the fast travel and knowing exactly where to go, from what I recall.
And again, I didn't find the combat tedious. *shrugs*
Edit: thinking about it further, it probably would've been better if the counter had been treated more as a 'second chance' mechanic for when you mess up, and only had the occasional enemy require its use as part of the intended strategy.
This is what I thought, it wasn’t that it was bad, it was that every enemy was a counter enemy.
I liked the counter mechanic, but with it being the only way to quickly take out an enemy it got old pretty quickly.
That guy looks (and probably smells) like a space jock. Let me guess .. their version was super popular, cocky, and brash. However, the space ladies loved him ... even though he had several STDs. Bruh looks a LITTLE TOO happy to be killing a space pirate there ... this also speaks to him being a sociopath. I would watch that train wreck though LOL.
Posts
I got more of an impression they had reached some kind of Buddhist-y spiritually transcendent state and simply chose not to continue propagating their species as they left the universefor some mysterious new form of existence.
One group did. The logs from prime sayb
something like they had just gotten so invested in science research they forgot to bone down
"Wait, a quick question before we transcend reality and leave the physical universe behind us...
"Sure buddy, what's on your mind?
"All our planet killing super weapons and destructive technology... what do we do with that?
"Huh... Good question. See that three year old orphan? Let's give it all to her. Maybe not all at once, like, we can scatter it across some planets like a really fun scavenger hunt. Sounds like a fun past time for a traumatized orphan that watched a dragon kill her parents.
"Okay, well, glad we got that all sorted out.
and
This approach seems like it is so rich for telling an interesting character story and not getting bogged down by a lot of extraneous things that diverge from the core of what people find cool about the character. What does it mean for Samus to be someone who's culture has essentially ascended to a higher plane of existence and yet she has remained behind? Why did she remain behind? Was it a matter of not being capable or was there another reason (acting as a guardian/person to clean up the mess left behind by the Chozo). You could use this as a justification for her Bounty Hunter/Guardian duality (got to make some cash to help pay for incidentals, but she has a deeper mission.) Why she tends to be detached from other humans (since they really aren't her culture and she doesn't identify with them). Throwing her in a situation where she needs something from the Federation or another political group, or the Federation/political group needs something from her could also be interesting prompts, considering that at some point she can always go "too much trouble, I'm doing it the easy way now because stakes are higher than your low level pissing match."
The Metroid games always seem to have had a core theme of loneliness and isolation to them and there is so much they could do with her background to tell interesting stories. Making her a more typical female character that has to fit into all the various female character tropes just comes off as a lazy cut/paste job that throws away an incredible premise.
My preferred way would also to do a lot of show and not tell. Depending on the game, I don't think I'd even want her to be voiced. Show her feelings of loneliness through her actions and non-verbal reactions. Show them through little actions she takes that goes out of her way from her main mission, but seem important to her on a personal level.
I could go on spinning off story and characterization ideas, but you get the gist. Sadly, it seems that the original creator really didn't understand what grabbed so many people about the games and character. Retro handled it much better in Prime 1 and 2, so I am cautiously interested in what they are going to make. In the end, the Metroid games are largely single character narratives done largely with very few characters present. They've pulled it off before, and other games like Aquaria have done a pretty good job, but it requires at least decent writing chops to pull off if you want to do a character story and not just go for the trite tropes that could be lifted from any other space soldier shooter type game.
But I really don't understand how you accidentally write a character who is a Power Armored Space bounty Hunter so dangerous she's the plan B after full scale military invasion fails. Yeah she adopts the Baby Metroid. But let's rephrase that. She adopts the spawn of the single most dangerous known lifeform in the universe. And in retribution for it's death procedes to vaporize Mother Brain and blows up the entire planet on her way out.
you mean retro? I agree for prime 1 and 2, but prime 3 kind of forgot that important isolation theme with all those talky talky NPCs telling you where to go and such. I really hope they lean back into the lessons from the first two rather than the third one. Isolation in a hostile environment, as well as a game world that has believable physical interconnectedness rather than being chopped up into a list of wholly disconnected places you pick in your ship.
This is impressive to me. I wasn't aware this kind of thing was possible. It seems they've basically hack-ported the game to add Gameboy Color support. I'm amazed you can even do this (I'm sure it involves hacking assembly since they certainly wouldn't have access to the source code :P)
Well, for what it's worth, Metroid II was the flagship title for the Super Gameboy, so it doesn't surprise me that there's some kind of color data present already.
Eh, not exactly though. All they did was pick a really convenient palette and show it off on the box. It was never a proper Super Gameboy title (it's way too old for that) and even the Super Gameboy was limited in what it allowed you to do (basically it didn't control the sprite layer separately like the Gameboy Color's default palettes did). But what this is doing is far beyond that. There's per-tile palettes and even palette changes on conditions like freezing a Metroid. That has to require quite a bit of hacking I'd think.
Basically, to use a similar example - look at Link's Awakening DX. They had to specifically port that to its own GBC cart to give it "proper" colorization - probably easy for Nintendo because they can just edit the source code and the GBC is backwards compatible so porting is probably stupidly easy. But this guy must have had to edit assembly which is quite a bit of work.
Yeah, it was coded into the SGB itself. If it detected X game it would load up a palette for it. But it was only one 4-color palette per game. Metroid 2's was that one that made whites yellow, grays red and blacks into a weird teal color :P
Just finish it, release it, then take it down when Nintendo throws a shitfit but by then it doesn't matter because it's out there. AM2R did it right.
It's a rom patch so I mean, I doubt Nintendo is gonna care that much. People do rom hacks and stuff all the time and Nintendo doesn't notice. I think A2MR was different since it was coded from scratch and really high profile. And you know, Nintendo was literally about to announce their own Metroid 2 remake...
Edit: Also from what I read this has been around for awhile but it was super buggy before and this guy apparently fixed it up and improved it.
Actually, some games did 8 colors because they could treat the sprites and tiles as different palette. They coded this for a few games, and I think one or two of the included ones did it. For some reason though, the manual colors you could pick couldn't
I look at that colorization of M2 and at first I think that they did a really good job with the assets in that game. Then I realize it is mainly that they made some excellent palette choices that normally weren't available for NES games because of the limited color setups it had. Still, they did a good job with the tiles in M2 overall and made a damn expressive world for a 4 color monochrome.
Yeah this isn’t the first gb colorization patch, there was a very good super mario land 2 one a few years back. The metroid 2 ones have always been buggy though. If he’s bringing some more advanced methods to it good for him but its not a new phenomenon.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Wasn't AM2R releasing work-in-progress videos and demos for about a decade?
http://loveconquersallgam.es/post/2350461718/fuck-the-super-game-boy-introduction
Basically, the SGB didn't identify backgrounds and sprites, but rather it assigned palettes to sections of the screen.
I guess there wasn't much more to it though.
I put it next to some other stuff for scale.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Uh. I didn't resort to using a guide. If you're not having fun, that doesn't mean the game is poorly designed. It might be that you don't like that kind of gameplay - in this case, world exploration.
Anywho, it occurs to me that these might be thread-relevant:
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
The different color pin system in Samus Returns was a nice feature to remember where you saw paths that needed a specific item though.
So really, you should retain as you play through at least SOME points that look suspect for the grappling beam.
One point I think they had nailed dead to rights was the thing about the x-ray scope being required to platform across a phazon area. No game is perfect.
Yeah, exploration/backtracking sucked in Samus Returns because you had to engage in the tedious combat for most of the game.
Also,
Despite not having played the original Metroid II, somehow I knew what you needed to break those, and had set aside one of the pin colors for them. It really wasn't all that much effort using the fast travel and knowing exactly where to go, from what I recall.
And again, I didn't find the combat tedious. *shrugs*
Edit: thinking about it further, it probably would've been better if the counter had been treated more as a 'second chance' mechanic for when you mess up, and only had the occasional enemy require its use as part of the intended strategy.
This is what I thought, it wasn’t that it was bad, it was that every enemy was a counter enemy.
I liked the counter mechanic, but with it being the only way to quickly take out an enemy it got old pretty quickly.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
That guy looks (and probably smells) like a space jock. Let me guess .. their version was super popular, cocky, and brash. However, the space ladies loved him ... even though he had several STDs. Bruh looks a LITTLE TOO happy to be killing a space pirate there ... this also speaks to him being a sociopath. I would watch that train wreck though LOL.
Playstation: Dipuc4Life
Warframe_Switch IGN: ONVEBAL