As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
We're funding a new Acquisitions Incorporated series on Kickstarter right now! Check it out at https://www.kickstarter.com/projects/pennyarcade/acquisitions-incorporated-the-series-2

[Metroid] Expecting Prime 4? TOO BAD PRIME 1 REMASTER TIME.

1525355575875

Posts

  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    @urahonky I had a similar problem. After losing for 30 minutes straight, I just went back and collected 100% of the items. My next try against the boss went off without a hitch. Each of the bosses phases only have 4 or so attacks to memorize, so I just focused on what he was doing and had no further problems.

    So yeah, take some time away from it and give it another try. And it's totally fine to watch a quick video to pick up a strat or two. I did for some of the bosses and it helped me out a lot.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
    VyolynceAbsoluteZero
  • GundiGundi Serious Bismuth Registered User regular
    Got the gravity suit at 2:32!

    MNC DoverAbsoluteZeroDrovekshoeboxjeddy
  • Steel AngelSteel Angel Registered User regular
    Incenjucar wrote: »
    I think the toned down difficulty in Zero Mission was an overcorrection following Fusion's difficulty.

    Really I think Super, Fusion and Dread just about have the difficulty spot on.

    As a moderate-skill player I'm really finding Dread to be perfect. I am not great at it, but it's fast and fair enough that I don't get frustrated too long. I do have to take breaks, and sometimes even wander off for upgrades before coming back to try again, but my progress is still pretty steady.

    I do think it might be a good idea to add some story modes to the game for low skill or hampered players, though. Exploration is fun on its own, and nobody should be blocked from this wonderful game experience

    I think one reason the difficulty/frustration spikes annoy me more than they might in other games is that a big thing I enjoy in the series is the feeling of movement. Spin jump wonkiness aside, Samus has consistently felt great to maneuver through the environment and then suddenly spending half an hour Thunderdomed in a small room with a boss that eats 50 missiles is a big interruption of that.
    I remember Phantoon, Draygon and Ridley all fucking up my shit back in the day. Phantoon was probably the worst because my stupid ass kept using super missiles.

    I think the 2D games have varied dramatically in difficulty. Fusion was very difficult in a lot of areas and fights. Zero Mission was a lot more toned down in comparison. It makes it hard to predict what a given game will play like.

    I know the last boss of Samus Returns gave me some trouble but I don't recall any of the Super Metroid bosses taking me more than a try or two

    But then those were the days where you'd beat your head against a boss without complaint because what else were you going to do you already finished the half dozen games you owned and you weren't getting another one until christmas or your birthday or whatever :P

    I was on winter break in college when I played Fusion. I definitely do not have that kind of time anymore.
    urahonky wrote: »
    Magus` wrote: »
    urahonky wrote: »
    Yeah I'm on the last boss and I'm going to go ahead and quit. I can get his first form very easily but the second one is just too much for me and apparently there's a third. I can't do it. I just spent 1 and a half hours trying but I wasn't getting any closer to beating him. My hats off to you fine folks that can do this but it's completely unfun and I hope the next Metroid game isn't this ball busting. I really, really enjoy the game when I'm exploring and not fighting bosses.

    Don't you quit on me.

    Man my blood pressure can't handle this. I play games as an escape from bullshit lol

    Dread has toed the line between the games I'll play on a weeknight to unwind and ones I have to reserve for weekends when I have more time and start out in a more relaxed state. I can see this being pushed into the latter camp for many and I'm pretty sure a large part of why I'll still plug away on a worknight is that I'm addicted to collecting upgrade items.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

    Steam Profile
    3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
    rahkeesh2000
  • VyolynceVyolynce Registered User regular
    This only works if you've only made the one run like I have, but the discrepancy between in-game time and total play time suggests just how much of my life was lost to EMMis and bosses:



    Approximately one work day for me.

    nedhf8b6a4rj.jpgsig.gif
    (Former) Gaming Unplugged columnist and video game reviewer at Snackbar Games
    AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
    MNC DoverAbsoluteZeroDrovekStormwatcherAndy Joekime
  • KrathoonKrathoon Registered User regular
    I think the EMMIs are making me avoid Dread.

  • jothkijothki Registered User regular
    Incenjucar wrote: »
    I think the toned down difficulty in Zero Mission was an overcorrection following Fusion's difficulty.

    Really I think Super, Fusion and Dread just about have the difficulty spot on.

    As a moderate-skill player I'm really finding Dread to be perfect. I am not great at it, but it's fast and fair enough that I don't get frustrated too long. I do have to take breaks, and sometimes even wander off for upgrades before coming back to try again, but my progress is still pretty steady.

    I do think it might be a good idea to add some story modes to the game for low skill or hampered players, though. Exploration is fun on its own, and nobody should be blocked from this wonderful game experience

    I'd argue that the only thing that makes Dread not unplayably difficult is the checkpoints immediately outside of bosses. If it worked like any other Metroid game, it would be horrible.

    VyolynceurahonkyMNC DoverAbsoluteZeroSteel AngelIncenjucaritalianranmashoeboxjeddy
  • ZythonZython Registered User regular
    Just beat this. And WOW. Just...WOW. That ending.
    Didn't think they could top the ending of Super Metroid, but having a giant-ass fuck-off laser at the end that beats out the Hyper Beam is definitely one way to do it.

    Switch: SW-3245-5421-8042 | 3DS Friend Code: 4854-6465-0299 | PSN: Zaithon
    Steam: pazython
  • TalithTalith 変態という名の紳士 Miami, FLRegistered User regular
    Zython wrote: »
    Just beat this. And WOW. Just...WOW. That ending.
    Didn't think they could top the ending of Super Metroid, but having a giant-ass fuck-off laser at the end that beats out the Hyper Beam is definitely one way to do it.
    The risk here is that laser spectacle creep will take place. Next mission she is going to be firing off her laser from atop her gunship on the pirate base underneath Independence Day Style. The following game she is going to go full Death Star Laser on yet another poor planet.

    7244qyoka3pp.gif
    BahamutZEROAbsoluteZerokime
  • KrathoonKrathoon Registered User regular
    Is it a humdinger?

  • ZythonZython Registered User regular
    Talith wrote: »
    Zython wrote: »
    Just beat this. And WOW. Just...WOW. That ending.
    Didn't think they could top the ending of Super Metroid, but having a giant-ass fuck-off laser at the end that beats out the Hyper Beam is definitely one way to do it.
    The risk here is that laser spectacle creep will take place. Next mission she is going to be firing off her laser from atop her gunship on the pirate base underneath Independence Day Style. The following game she is going to go full Death Star Laser on yet another poor planet.
    See, that's one thing that bugs me about Metroid. It seems REALLY easy to blow up planets in this series. You hit it with an airship or a space station, and suddenly, the who planet explodes in two minutes. Not sure how these planets survived long enough to form an ecosystem in the first place if they're that fragile.

    Switch: SW-3245-5421-8042 | 3DS Friend Code: 4854-6465-0299 | PSN: Zaithon
    Steam: pazython
    BahamutZEROTalithMNC Dover
  • urahonkyurahonky Registered User regular
    Oh my God you guys I fucking did it! I beat the sonofabitch!

    Turns out my TV wasn't on Game Mode so there was a bit of lag on my button presses! I found out by playing Golf Story and I couldn't hit ANY shot.

    Honestly he wasn't that hard once I turned it on. First try I got to his 3rd form. Second try I killed him. Feeling really good about it!

    EnlongBahamutZEROjungleroomxLegacyTalithVyolynceKupiGennenalyse RuebenMNC DoverUndead ScottsmanDonnictonAbsoluteZeroAthenorDelzhandHedgethornSteel AngelIncenjucarHappylilElfNeveronDrovekRoad BlockStormwatcherWhelkOneAngryPossumskeldareThe DeliveratorDrezkimeIceBurnershoeboxjeddy
  • KrathoonKrathoon Registered User regular
    I don't think my tv has a game mode.

    kime
  • BahamutZEROBahamutZERO Registered User regular
    edited October 2021
    Zython wrote: »
    Talith wrote: »
    Zython wrote: »
    Just beat this. And WOW. Just...WOW. That ending.
    Didn't think they could top the ending of Super Metroid, but having a giant-ass fuck-off laser at the end that beats out the Hyper Beam is definitely one way to do it.
    The risk here is that laser spectacle creep will take place. Next mission she is going to be firing off her laser from atop her gunship on the pirate base underneath Independence Day Style. The following game she is going to go full Death Star Laser on yet another poor planet.
    See, that's one thing that bugs me about Metroid. It seems REALLY easy to blow up planets in this series. You hit it with an airship or a space station, and suddenly, the who planet explodes in two minutes. Not sure how these planets survived long enough to form an ecosystem in the first place if they're that fragile.
    magic sci-fi power reactors are dangerous I guess

    BahamutZERO on
    BahamutZERO.gif
  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited October 2021
    urahonky wrote: »
    Oh my God you guys I fucking did it! I beat the sonofabitch!

    Turns out my TV wasn't on Game Mode so there was a bit of lag on my button presses! I found out by playing Golf Story and I couldn't hit ANY shot.

    Honestly he wasn't that hard once I turned it on. First try I got to his 3rd form. Second try I killed him. Feeling really good about it!

    Dude

    First, congrats!

    Second, what is it with you an accidentally handicapping yourself?

    I remember that DS2 run

    jungleroomx on
    urahonkyDrez
  • GundiGundi Serious Bismuth Registered User regular
    edited October 2021
    Man I've said it before but this game has some good boss design.

    In my speedrun:
    With Z-57 I got good enough that I actually reloaded my save to see if I could it faster and faster. Once you've figured out a boss you can take them apart. I took it down in about eighty seconds. And this was on hard mode. (I know you can shinespark the second phase, but I didn't do it. I've heard it does enough damage to instakill on normal but I wonder if it still holds true on hard because the bosses both hit harder and have a bit more health.)

    Anyways, I'm definitely gonna finish with a sub four hour clear time but I'm definitely not gonna get sub 3 this run. Also gotta find time to try some proper "all in one go" speedruns.

    Gundi on
    AbsoluteZero
  • urahonkyurahonky Registered User regular
    urahonky wrote: »
    Oh my God you guys I fucking did it! I beat the sonofabitch!

    Turns out my TV wasn't on Game Mode so there was a bit of lag on my button presses! I found out by playing Golf Story and I couldn't hit ANY shot.

    Honestly he wasn't that hard once I turned it on. First try I got to his 3rd form. Second try I killed him. Feeling really good about it!

    Dude

    First, congrats!

    Second, whtat is it with you an accidentally handicapping yourself?

    I remember that DS2 run

    The universe hates me.

    jungleroomxMNC DoverAbsoluteZeroDrezkime
  • KupiKupi Registered User regular
    So, prior conversion about whether a specific QTE is actually meaningful* led me to discover in my third(!) playthrough, while battling Corpius, that during those big Melee Counter scenes that you can trigger against bosses... you aren't compelled to fire. At all. You can just grab the boss monster by the neck, drag it around the arena, do all kinds of backflips and spin-kicks and just... point at it menacingly the entire time. :lol:
    * It's literally impossible not to escape the final EMMI's forced grab. If you don't push the button, Samus counters it anyway.

    My favorite musical instrument is the air-raid siren.
    AbsoluteZero
  • Undead ScottsmanUndead Scottsman Registered User regular
    Krathoon wrote: »

    I dunno, I feel like we could all do with giving that man less attention.

    MNC DoverVyolynceAbsoluteZeroBahamutZERODrovekStormwatcherWarlock82The Deliveratorshoeboxjeddy
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    Does anyone know why sometimes you counter a boss attack and it doesn't trigger the cutscene?

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • ElJeffeElJeffe Moderator, ClubPA mod
    I'm pretty far in the game now, and I've decided I actually kinda hate the EMMI sections. I don't mind that they're hard - some of the bosses are hard, and I don't mind dying five times in a row after a good fight, getting a little better each time.

    But the gameplay in the EMMI sections - especially later on - just grinds everything to a halt while I replay the same 50 yard stretch of game 20 times until I luck out and the fucking robot happens to jog left instead of right. It doesn't feel like I'm getting past them because I'm getting better, it feels like I'm getting lucky, and the environments are often such that making a single mistake is just fatal.
    I'm trying to get through one section where the EMMI can see through walls and has basically infinite range on its vision and the whole section is underwater, so if it happens to ever glance in your direction, it'll catch you and there's nothing to be done about it. It just feels kinda bullshit.

    The sections are mercifully short, but the implementation just makes it so it's not tense or scary, just irritating. Everything else about the game is great, but I definitely don't see myself ever replaying this. It's like playing Super Metroid if, every half hour, Jim Carrey showed up to make The Most Annoying Sound in the World for a couple minutes.

    The first few sections felt pretty good, so I don't know if they were handled better, or if the novelty just wore off. Either way, blergh.

    Maddie: "I named my feet. The left one is flip and the right one is flop. Oh, and also I named my flip-flops."
    BahamutZEROitalianranmaPenumbra
  • GundiGundi Serious Bismuth Registered User regular
    Seems to have to with phase transitions or if a boss is almost dead. Basically it seems the game is programmed not to give you a counter cutscene in some fights if the boss is on very, very low health. (K is one that I think does this.) Also if you don't fire, or have no missiles against a boss that can only be damaged by missiles in the cutscene (most bosses) then you won't get it.

    MNC DoverAbsoluteZero
  • AbsoluteZeroAbsoluteZero The new film by Quentin Koopantino Registered User regular
    ElJeffe wrote: »
    I'm pretty far in the game now, and I've decided I actually kinda hate the EMMI sections. I don't mind that they're hard - some of the bosses are hard, and I don't mind dying five times in a row after a good fight, getting a little better each time.

    But the gameplay in the EMMI sections - especially later on - just grinds everything to a halt while I replay the same 50 yard stretch of game 20 times until I luck out and the fucking robot happens to jog left instead of right. It doesn't feel like I'm getting past them because I'm getting better, it feels like I'm getting lucky, and the environments are often such that making a single mistake is just fatal.
    I'm trying to get through one section where the EMMI can see through walls and has basically infinite range on its vision and the whole section is underwater, so if it happens to ever glance in your direction, it'll catch you and there's nothing to be done about it. It just feels kinda bullshit.

    The sections are mercifully short, but the implementation just makes it so it's not tense or scary, just irritating. Everything else about the game is great, but I definitely don't see myself ever replaying this. It's like playing Super Metroid if, every half hour, Jim Carrey showed up to make The Most Annoying Sound in the World for a couple minutes.

    The first few sections felt pretty good, so I don't know if they were handled better, or if the novelty just wore off. Either way, blergh.

    If it makes you feel any better
    Purple is secretly the final EMMI, and therefore the hardest.

    Also a tip for dealing with purple EMMI
    The underwater sections feature copious spider magnet walls and ceilings. Use the grapple beam to quickly zip through the water when possible. While purple EMMI can see through walls, it still can't detect you when using the shadow cloak, so use it as much as possible.

    cs6f034fsffl.jpg
  • WyvernWyvern Registered User regular
    No! Fuck! You can't do this to me! I worked too hard!
    vl3a5x1geioy.jpg

    Give me my Power Bombs god damn it! I stole them fair and square!

    Switch: SW-2431-2728-9604 || 3DS: 0817-4948-1650
    MNC DoverMechMantisDark Raven XTalithVyolynceAbsoluteZeroWhelkPenumbrakimeIceBurner
  • Steel AngelSteel Angel Registered User regular
    ElJeffe wrote: »
    I'm pretty far in the game now, and I've decided I actually kinda hate the EMMI sections. I don't mind that they're hard - some of the bosses are hard, and I don't mind dying five times in a row after a good fight, getting a little better each time.

    But the gameplay in the EMMI sections - especially later on - just grinds everything to a halt while I replay the same 50 yard stretch of game 20 times until I luck out and the fucking robot happens to jog left instead of right. It doesn't feel like I'm getting past them because I'm getting better, it feels like I'm getting lucky, and the environments are often such that making a single mistake is just fatal.
    I'm trying to get through one section where the EMMI can see through walls and has basically infinite range on its vision and the whole section is underwater, so if it happens to ever glance in your direction, it'll catch you and there's nothing to be done about it. It just feels kinda bullshit.

    The sections are mercifully short, but the implementation just makes it so it's not tense or scary, just irritating. Everything else about the game is great, but I definitely don't see myself ever replaying this. It's like playing Super Metroid if, every half hour, Jim Carrey showed up to make The Most Annoying Sound in the World for a couple minutes.

    The first few sections felt pretty good, so I don't know if they were handled better, or if the novelty just wore off. Either way, blergh.

    I feel similarly plus the dimmer lighting in the zones has gotten in the way at times. I love stealth games but the EMMI implementation feels too trial-and-error a lot of the time, especially if an EMMI is camping the small room you need to go through. And scary monsters in games lose a lot of that tension after they kill you once (a tip floated around for horror games is specifically to let the monster kill you once so it's not as frightening anymore) so the multiple deaths players often have to a given EMMI quickly rob them of the actual fear.
    Wyvern wrote: »
    No! Fuck! You can't do this to me! I worked too hard!
    vl3a5x1geioy.jpg

    Give me my Power Bombs god damn it! I stole them fair and square!

    Pretty sure letting you grab those upgrades before unlocking the item itself is a series tradition at this point.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

    Steam Profile
    3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
  • rahkeesh2000rahkeesh2000 Registered User regular
    Pretty sure letting you grab those upgrades before unlocking the item itself is a series tradition at this point.

    No the tradition is you get the fucking upgrade. You grab any random early super missile, congrats, you just unlocked super missiles.

    Zero Mission forcing you to pick up the "unknown items" was a one-off, and wasn't even a resource.

    BahamutZEROVyolynceAbsoluteZeroLegacy
  • MechMantisMechMantis Registered User regular
    Fusion code-base-wise does the "you pick it up but can't use it", but that game is so heavily gated it's pretty hard to get stuff out of order ANYWAY.

    dkj3oHf.jpg
  • BahamutZEROBahamutZERO Registered User regular
    yeah they had to go out of their way to make that one collectable without unlocking the item
    I think they did it because
    I think they wanted to not make every item behind a power bomb block just be a power bomb tank. If power bomb is the last item you unlock in the sequence at the very end of the game, suddenly you have 10 power bomb tanks to go backtrack for and clean up around the map cough zero mission cough.

    BahamutZERO.gif
    IncenjucarHedgethornurahonkyTalithVyolynceAbsoluteZeroGennenalyse Ruebenshoeboxjeddy
  • Handsome CostanzaHandsome Costanza Ask me about 8bitdo RIP Iwata-sanRegistered User regular
    Btw if anyone is wondering what the Chozo Gallery in the extras menu is:

    Spoilers for how it works:
    they're unlocked by 100%ing each section, with 1 section equalling 1 art piece. I checked and I've unlocked NONE of them. Looks like I've got some work left to do!

    Nintendo Switch friend code: 7305-5583-0420. Add me!
    Resident 8bitdo expert.
    Resident hybrid/flap cover expert.
  • AbsoluteZeroAbsoluteZero The new film by Quentin Koopantino Registered User regular
    Ok after letting it stew for a while, here's my 2D Metroid ranking.

    1. Super
    2. Dread
    3. Fusion
    4. Samus Returns
    5. Zero Mission
    6. Metroid II
    7. Metroid

    Dread nearly took the top spot, but the EMMI encounters crank my anxiety levels too high. If I could skip EMMI encounters then Dread would be #1. It gets so much right, but is hampered by a gameplay design that was realized a little too well, because I truly do dread encountering an EMMI. Though to be fair, this is all just a matter of personal preference. I could see Dread being someone's #1.

    cs6f034fsffl.jpg
    Handsome CostanzaElJeffeStormwatcher
  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    Dreads my #1.

    The EMMI's on my third time through were cake and just felt like getting a particularly nasty part of a race track down.

    Handsome CostanzaDrovekAbsoluteZeroMNC DoverStormwatcher
  • ElJeffeElJeffe Moderator, ClubPA mod
    I definitely feel Dread would be my #1 if not for the EMMI bits.

    Pretty solid list, though I don't know if I've ever played Metroid II. I'd probably put Metroid s little higher, but probably for nostalgia reasons. I played it enough that I had the whole map memorized, which helped.

    Maddie: "I named my feet. The left one is flip and the right one is flop. Oh, and also I named my flip-flops."
    AbsoluteZeroMNC Dover
  • urahonkyurahonky Registered User regular
    Honestly I think Dread is my first 2D Metroid game that I've ever beaten. The rest of them I got lost somewhere and got frustrated and quit.

    Stormwatcher
  • TomantaTomanta Registered User regular
    Super is probably still at my top, but only if the control scheme is completely customizable.

  • TalithTalith 変態という名の紳士 Miami, FLRegistered User regular
    The Goose of War isn't wrong about saying that destructible terrain blocks showing no indication that they can be broken until you randomly fire at them or use the radar pulse is potentially problematic design. That's pretty much why they added the radar pulse, and I'm sure I was pinging it near constantly after I acquired it, so maybe it would be nice to more intuitively spot every single breakable tile without it. I'm not saying it needs Zelda style cracked walls, but maybe having only a portion of the indistinguishably pristine looking floor be breakable might upset players that play Metroid like Jump N'Shoot Man 1 and refuse to experiment (that video was painful to watch).

    7244qyoka3pp.gif
  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited October 2021
    Talith wrote: »
    The Goose of War isn't wrong about saying that destructible terrain blocks showing no indication that they can be broken until you randomly fire at them or use the radar pulse is potentially problematic design. That's pretty much why they added the radar pulse, and I'm sure I was pinging it near constantly after I acquired it, so maybe it would be nice to more intuitively spot every single breakable tile without it. I'm not saying it needs Zelda style cracked walls, but maybe having only a portion of the indistinguishably pristine looking floor be breakable might upset players that play Metroid like Jump N'Shoot Man 1 and refuse to experiment (that video was painful to watch).

    You all should look carefully at the walls and floors. The vast majoirty of them are different tiles, or have background elements lighting them up or demarcating them in a certain way.

    jungleroomx on
    Andy JoeDrovekAbsoluteZeroMNC Doverurahonky
  • AbsoluteZeroAbsoluteZero The new film by Quentin Koopantino Registered User regular
    Talith wrote: »
    The Goose of War isn't wrong about saying that destructible terrain blocks showing no indication that they can be broken until you randomly fire at them or use the radar pulse is potentially problematic design. That's pretty much why they added the radar pulse, and I'm sure I was pinging it near constantly after I acquired it, so maybe it would be nice to more intuitively spot every single breakable tile without it. I'm not saying it needs Zelda style cracked walls, but maybe having only a portion of the indistinguishably pristine looking floor be breakable might upset players that play Metroid like Jump N'Shoot Man 1 and refuse to experiment (that video was painful to watch).

    You all should look carefully at the walls and floors. The vast majoirty of them are different tiles, or have background elements lighting them up or demarcating them in a certain way.

    Or you can clearly see something on the other side of the wall, like an open space or a collectible item, that indicates there has to be a way to get through. Dread signposts the shit out of breakable blocks.

    cs6f034fsffl.jpg
    jungleroomxWhelkurahonkyWarlock82DrovekStormwatcherElJeffe
  • klemmingklemming Registered User regular
    edited October 2021
    There was always something telling you there was a hidden item around and it was time to use the pulse.
    Either an item you could see but couldn't reach, a flashing white square on the map, or a space on the map with no apparent route to it.

    I managed 100% without having to look anything up, and I never had to just spam missiles everywhere.

    edit: compared to Super where I swear I X-rayed every single tile and only ever found 99%. I've even looked up guides, still can't find what I missed.

    klemming on
    Nobody remembers the singer. The song remains.
    AbsoluteZeroDrovekLegacyElJeffe
  • BahamutZEROBahamutZERO Registered User regular
    edited October 2021
    My ranking is like
    Metroid Zero Mission
    Metroid Fusion
    Another Metroid 2 Remake
    Super Metroid
    Metroid Dread



    Metroid 2: Return of Samus
    Metroid
    Metroid: Samus Returns























    Metroid: Other M

    BahamutZERO on
    BahamutZERO.gif
  • GundiGundi Serious Bismuth Registered User regular
    I know obviously a bunch of people feel differently but I don't think the EMMI bits ever felt super tense for me. Maybe the first real one just from the novelty. Part of it is that, aside from the clever use of their "ping, ping" sound as a cue they're nearby, they are like, not very conceptually scary to me.

    Robutts aren't scary to me, even robutts that can kill me.

Sign In or Register to comment.