[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 85 KB, 894x596, D7378734-AA87-455A-985A-AA00278E159A.jpg [View same] [iqdb] [saucenao] [google]
9678684 No.9678684 [Reply] [Original]

I think pic related is good but im not sure why everyone spergs about how amazing it is. I played zero mission and AM2R before this as well.

>> No.9678687

>>9678684
Not your cup of tea

>> No.9678689

because despite what everyone here says, games are judged against what was available at the time, not in a vacuum

>> No.9678695

>>9678684
same here. I mean it's a great game, 8.5-9/10, I recognize its impact. I just wasn't all that impressed, that's all
>I played zero mission and AM2R before this as well.
I also played Fusion first, so I guess experiencing Metroid for the 2nd time never feels quite the same.

>> No.9678704

>>9678689
It's also important to recognise the sheer leap from NES Metroid to SNES Metroid.
Environments were properly realised in good detail, you should shoot in 8 directions, bosses were big and impressive, secrets were plentiful and upgrades were even more meaningful.

Super Metroid is actually a surprisingly easy game with a bit of knowledge of where to go or what to grab. Enemies don't deal all that much damage, and their attack patterns aren't all that aggressive or hard to deal with. That would be a factor in why a wider audience is more receptive to it.

>> No.9678707

>>9678695
Honestly AM2R has been my favorite out of the three so far. Im a early zoomer and I played a shit ton of classics but its hard to explain.

>> No.9678709

>>9678707
AM2R has the added hindsight of all the accomplishments of Prime, Fusion, and Zero Mission, plus it was a hobby project in the work for 10 years until the fan community picked up the pieces.

>> No.9678712

>>9678704
yeah, exactly, it's insane how good it is compared to what was available at the time, but if you already played more modern alternatives directly insipired by it and that built upon what Super Metroid did, you are going to think it's not anything special
this happens with a lot of media all the time, not just videogames

>> No.9678717

>>9678684
I consider it a game like Doom at this point.
The base game is just a demo for what you can do with the engine and the best maps are made by modders.

>> No.9678731

>>9678684
It controls like ass, much like Castlevania. Back then this game offered something unique and people had to cope with how bad it feels to control, now we have a ton of vanias with nice non-janky controls, there's no place for a janky vania anymore.
>nooo the mechanics are good
Just compare how this game feels with how Dread feels in terms of minute to minute gameplay. Come on

>> No.9678735

>>9678689
>>9678712
It's a 50/50 situation because with games like Super Metroid, can you really name like 3 better games with the same gameplay formula?

>> No.9678763

>>9678735
Out of modern games? Easily, Dread, Ori, Momodora 4. Out of /vr/ games, no, which is why it was popular for a long time.

>> No.9678772

>>9678704
>It's also important to recognise the sheer leap from NES Metroid to SNES Metroid.
NES Metroid is incredibly rough around the edges, so it's not surprising. I'm not sure if I was filtered by it, or if it's acquired taste, or if it's just subtly shit only remembered for muh one big map and Nintendo logo on the cover.

>> No.9678776

>>9678763
Ori doesn't count if we stop pretending that indie metroid-likes are good. Dread is great but as an overall package I still think that Super Metroid is a better game. Didn't know what Momodora was and googled it and
>Momodora: Reverie Under the Moonlight is an indie Metroidvania video game
...yeah

>> No.9678785
File: 27 KB, 400x300, SUPER FUCKING METROID.jpg [View same] [iqdb] [saucenao] [google]
9678785

>>9678684
Back in 1993 and 1994, there simply wasn't much else which was truly like it. You had the first Metroid on NES (arguably also Master Blaster), which was comparatively less complex in every way obviously, and you had Metroid 2 on Game Boy, which was a step up and a lot closer to the kind of 2D Metroids remembered most fondly, but still a far cry from what Super Metroid is.

Sega were a rock solid competitor, with many of its own high quality entries which Nintendo had no strong (or even extant) counterpart to, and this game is the other way, something which Sega just didn't have.
On PC, you wouldn't see this kind of stuff either, sidescrollers as a whole were already a dying fad for the PC by then, having wooshed from being thought not viable right until 1990, to being 'beneath' its capabilities with increasingly advanced 3D action games like Wolfenstein 3D, Doom, Rise Of The Triad, Heretic, etc, and though it was by no means fast AT ALL, Ultima Underworld was a sprawling 3D fantasy dungeon crawler with a heavy emphasis on exploration back in 1990 alone.
Someone could have pursued a truly sprawling and ambitious action-exploration sidescroller like that on PC at the time, but with the absolute arms race of technology which was raging at the time, it would have had a hard time to find space in that market.

With all that, the game is very well put together and high quality for this niche, there's a reason it's a milestone, even if it's ultimately a little easy. Compare to Symphony Of The Night, which was one of the new directions for the Castlevania series, and it's a game which has quite a lot of imperfections, but just the same, there was little else like it and it's still quite well put together and presented, with great atmosphere. These two somewhat similar games were seminal, leading to the mildly awkward moniker of "MetroidVania"

>> No.9678787

>>9678776
>only AAA counts
That makes absolutely no sense. Dread is made by a small team in Spain, let's not count that one either.

>> No.9678797

>>9678787
I wish I liked those games because I'm not some retard who would be AGAINST the idea of enjoying more games. I don't know why, I just never fell for the meme and can't pretend that they are good games for the life of me. The only good modern indie game I played is Sonic Mania which actually deserves every bit of praise it gets
>a small team in Spain
That's different because it's part Nintendo, they were heavily involved

>> No.9678818

>>9678684
It's good. No one ever said it's by far the best game ever or a holy grail

>> No.9678823

It's good, but I never saw it as a masterpiece. Not with that control scheme, at least.

>> No.9678835

>>9678731
I think you might just be bad at vidya. You can absolutely break super Metroid because the controls are so good. I see the same complaints about Mario sunshine, when in truth the controls are so responsive people with poor reflexes/dexterity simply can't gitgud. The modern auto aims and overwhelming automatic platforming mechanics implemented have ruined people's abilities. Kinda sad but oh well.

>> No.9678837

>>9678717
Is there any good super Metroid hacks?

>> No.9678931

>>9678695
Fusion is a great one, I love it a lot, though it heavily reigns in the freeform compared to Super Metroid. You're kind of railroaded in Metroid Fusion, it's done well, but Super Metroid didn't do it like that, and it takes away some from the strength of the formula.

>>9678704
It's not a particularly difficult game, true, but that doesn't have to be a bad thing, some games are hard, some games are easy.

>>9678717
I guess that's one way to look at it. And, y'know, I've played mountains of Doom for years and years, but I've never tried any Super Metroid romhacks. What's the scene like for that? Is there stuff which doesn't ramp up the difficulty lots or require me to do shinesparks and stuff (never really learned that), or does it all go Plutonia/Alien Vendetta, and it assumes I've mastered the base game?

>> No.9678932

>>9678776
I don't get why you are holding indie games to a different (automatically inferior) standard than other games. A lot of the old games we enjoy here were made by tiny teams and would probably be considered indie. I've played most of the 2D metroid games (not the 2 remake because I don't trust the dev) and thought I would say Super Metroid is the best of the lot, it's usually not by a huge margin. And as for indies, a great example I'd say is Cave Story which though different is I would say at least on par with Super Metroid.

I can totally see someone playing later Metroid games before Super and then feeling underwhelmed when they were expecting something to really blow their socks off. What really makes it stand out is the environment it was released into.

>> No.9678965

>>9678835
Old Nintendo platformers feel good to play even today, old Metroids really don't. Pretty sure Super Mario doesn't have "automatic platforming mechanics" whatever the fuck that means, but it feels good to run and jump in that game.

>> No.9678970

>>9678965
No he's right you're just bad

>> No.9678974

>>9678712
Isnt it called the Seinfeld effect or something

>> No.9678983

>>9678970
Okay pal

>> No.9678985

>>9678684
Beating it the first time was absolutely great, but I felt subsequent playthroughs were... tiresome. The X-Ray mechanic is awful and the virtual equivalent of searching for the proverbial needle in the haystack. And what about aaaaaaaall those missile upgrades? Damn! I wish the game was a little more straightforward with its upgrades, instead of so sparse. I don't mind backtracking so the game can move on, but when I need to go from the opposite side of the map, through a long distance filled with screen transitions, just to be rewarded with "+5 missile max capacity" is a bummer. I used to do that so I could see Samus without her armor, but it's become quite annoying for me.

>> No.9678994

>>9678983
Jokes aside you are probably the same retard who complained about the horse in SoTC for literally 100 posts and when mods deleted your shit you started reposting them again. Metroid controls like Metroid. Don't like it enough to get good at it? Move on, it's not a platformer, it's Metroid

>> No.9679004

>>9678731
The controls are fine, I'm not even good at these games and they feel very free and natural to interact with.

>>9678787
He didn't even say AAA.

>>9678835
>automatic platforming mechanics
Haven't heard that wording before.

>>9678985
>but when I need to go from the opposite side of the map, through a long distance filled with screen transitions, just to be rewarded with "+5 missile max capacity" is a bummer
You don't need to take a completionist approach to every game, man. Do as much as you want and then move on, you can find Samus completely naked on the internet.

>> No.9679029

>>9678931
Part of why I mentioned Super Metroid being relatively easy, is that the Metroid games are often cited for their feeling of immersion in a isolated and hostile environment.
Super Metroid arguably defies that, Samus gets pretty powerful pretty quickly. It was the first game that let you combine the effects of multiple beam weapons, and it made the screw attack extra potent on top of that by letting you one-shot most enemies.

>> No.9679035

>>9678932
>I don't get why you are holding indie games to a different (automatically inferior) standard than other games.
Different anon, but while I don't hold indie games to a different standard (there's some I like), very few of the ones I see are at all inviting, most come across as crude imitators of classics.

>A lot of the old games we enjoy here were made by tiny teams and would probably be considered indie.
The difference is that iD Software were a small group of ridiculously talented people who were mainly looking to make the kinds of game they thought would be really good when they made Doom. When you look at all the indie devs who claim inspiration from games like Doom, they're all fucking mediocre or even bad, not fucking ONE of the "boomer shooter" fad look better than 6 out of 10 at the very best.

There's absolute legions of indie devs out there, but a vanishingly tiny amount of them put out something which looks good, so I think it's easy to reflexively avoid indie games.

>> No.9679048

>>9678970
he's being autistically black and white but super has somewhat sluggish awkward controls in certain aspects, fairly common opinion.

>> No.9679053

>>9679048
Bit of a different statement than "the controls feel bad"

>> No.9679070

>>9679035
Carmack was ridiculously talented, maybe Adrian to a much lesser extent. You put Sandy and Romero in a wad contest and they'd be middle of the pack.

>> No.9679089

>>9679035
>crude imitators of classics
Not at all in the case of vanias, the indies have surpassed the classics to a point of making them obsolete. Wasn't a lot of classics in the first place...
>>9678994
If you like games that feel like shit to control then even in this category classic Metroid loses, to La Mulana games. They have a better sense of exploration, and a gameplay mechanic that's just a bad as classic Metroid

>> No.9679093

>>9678684
the premise and art design are so novel and high quality that it overwhelms any flaws or otherwise underwhelming aspects. A 2d platformer with an exceptionally immersive texture to the world and gameplay. Samus feels less like an abstract avatar you zip around the screen and more like a solid figure that exists within the world.

>> No.9679102

>>9679089
You are not making any sense, get lost

>> No.9679104

>>9678684
it was far and away the best metroid game for a long time. thats when it gained its popularity. there was an 8 year gap before prime/fusion came out. at this point there are a lot of metroid games to choose from. back then, it was the clear winner. if it never existed and came out today, it probably wouldnt be revered as much. i still think its the best one but prime is up there.

>> No.9679106

>>9679093
>A 2d platformer
You are never going to stop, aren't you? Then let's have it this way: Metroid Prime is an FPS. If you aren't happy with that then for the love of god stop calling those games 2D platformers

>> No.9679108

>>9678837
V I T A L I T Y

>> No.9679112

>>9679048
it's a fairly wrong opinion tho

>> No.9679113

>>9679004
>You don't need to take a completionist approach to every game, man.
Fair. I don't play a game just because I can, meaning I select "only" a few hundred favorites and replay them from time to time. Whenever I do it, I try to get the main stuff. I don't go out of the way for beating on the hardest difficulties of 1cc clears, or getting really annoying collectibles. With Super Metroid, starting from my 2nd playthrough, I always tried to get, at least, all the upgrades. I did it quite a few times. Once you know where they are, it's not challenging, it's just time-demanding. Last month, I replayed Super Metroid again... But couldn't finish it. I killed Draygon (Maridia boss), got all the items in Maridia and... Man, I felt so drained. After a month, I still couldn't bother to come back and finish the game. Maybe I'll give it, at least, a full year, then come back from the start, doing as you said, just getting the main stuff (like the Super Missiles, which are actually useful). I'll miss seeing Samus without armor at the ending though. :(

>> No.9679119

>>9678965
Super Mario is not a modern game.
>>9679004
Yes, much like auto aim, wall jumping and other things like auto locking swing points etc have dumbed down game play to "oh yeah, no effort!" levels.

>> No.9679120

>>9679106
What I mean is that if you were looking for something similar it would likely be limited to an rpg or a zelda clone. At the time a platformer would have somewhat unique utility in how you physically interact with the level, more adept in being able to express motion and physics.

>> No.9679151

>>9679112
run jump shoot triangle on the 4 facebutton layout is objectively awkward. It's almost always 2 of those 3 for a reason.

>> No.9679234

>>9678776
Ori is a Microsoft game though, ot literally has nothing of indie.

>> No.9679281

>>9678837
Subversion
Hyper Metroid
Ascent
Vitality
Redesign

are all very high quality. And there are others I didn't name that are just as good.

>> No.9679287

>>9678931
>What's the scene like for that?
One of the very best rom hacking scenes.
There are several professional-quality SM hacks that do not require any tricks to beat that you didn't use in the original game.

>> No.9679339

>>9678684
Nostalgia, that's why. You're not alone in disliking it OP. I also went ZM > AM2R > Super. I got Fusion next

>> No.9679368

>>9678931
>scene
metroidconstruction.com/hacks.php

>> No.9679584

>>9679151
It's not, in fact I changed my controls in dread to SM's controls, and you do know you can change controls in SM right?

>> No.9679612

>>9678684
I don’t know OP, I played the whole series for the first time last year and Super was the standout best to me. I think its sense of atmosphere gave it a slight edge over AM2R, which I considered the second best.

>> No.9679613

>>9678731
>comparing controls in games made 30 years apart

I always thought atari was pure garbage but I wasnt born until 84.

>> No.9679614

>>9678684
I felt this about A Link to the Past. Well, not in that I don't get why people love it so much, I can see why in the context it came out in it would be seen as seminal. But if you've played any of the big Zelda games that came after, it does come off as something of a prototype. Meanwhile, the first two on NES are still unique enough that even if you've played everything after them they don't feel like you're playing an earlier, rougher version of those games.

>> No.9679738

>>9679614
>the perfection of 2D seems like a protype compared to rough, janky 90s 3D
What?

>> No.9679756

>>9678772
"NES hard" is just code for "You should have bought a Nintendo Power subscription you poor piece of shit"

Once you know where everything is and where to go most of those early NES games are a cake walk. Why hide progression behind arbitrary, nonsensical gimmicks in games with very little text and poor conveyance?

Then on the other end of the spectrum you have games that are hard only because they are poorly programmed or designed by a masochist.

>> No.9679761

>>9678735
>with the same gameplay formula?
the thing is, this genre is boring overrated shit

>> No.9679902

>>9678684
what is with people coming to /vr/ saying how they dislike retro vidya

>> No.9679910

>>9679902
Easy attention

>> No.9679913

>>9679070
>Carmack was ridiculously talented, maybe Adrian to a much lesser extent.
Comparatively, maybe, but the comparison is strange to make considering they were doing completely different things. I would say that Adrian's artistic talent is quite good, and that the overall very experimental approaches to making graphics for the game were novel and innovative.

>You put Sandy and Romero in a wad contest and they'd be middle of the pack.
Sandy had never made a level for an FPS in his life, yet his first level, and which really secured him his job, was E2M6, one of the best levels in the game. This is also in a field of games which was still incredibly young, and which he would help lay some of the ground stones for.

Romero was by far the best level designer they had, and continued making good levels for Doom 2 and Quake. He didn't keep at level design as much (Sandy moved on from FPS as a whole after Quake 2), but Romero still puts together something high quality with Sigil. Does it break new ground? No, but it's built around the yet more limited Doom 1 set of monsters, yet it doesn't feel constrained by that.
He also didn't continue making levels for Doom for decades on end, compare to the best guys today, who have been mapping for 15, 20, maybe even over 25 years, without stopping.

>> No.9679916

>>9679119
>Yes, much like auto aim,
Like in an FPS?

>wall jumping
But you have to actually pull off walljumping correctly, and you need to maintain a rhythm to scale a vertical shaft using it. I've seen a lot of idiots fail to do this.

>and other things like auto locking swing points
>etc have dumbed down game play to "oh yeah, no effort!" levels.
I don't agree that any of those features, besides maybe auto-aim, inherently dumb down anything.

>> No.9680152

>>9679916
Modern wall jumping is a joke. There are no modern games that I know of that require ANY sense of timing for wall jumps. If you know of a new game that does please tell me though.

>> No.9680225 [DELETED] 

>>9680152
>wall jumping must be...le hard!
what is wrong with you people

>> No.9680262

>>9678684

sequence you play the games can definitely affect opinion. but dont sweat it. if its fun, play

>> No.9680814

>>9680152
I thought you meant in general, I haven't actually played any game from any recent times which even features walljumping at all.

>> No.9680832
File: 440 KB, 458x1200, 37836371_p0_master1200.jpg [View same] [iqdb] [saucenao] [google]
9680832

>>9678684
>I played zero mission and AM2R before this as well.
There's your problem. Play the original M1 and M2 and then replay Super with the knowledge only those three games existed at one point.

>>9678731
>implying Super Metroid controls like ass
>implying Castlevania 1 controls like ass
What next, are you gonna say Mega Man has bad controls? Kirby? Mario?

>> No.9681027

>>9678695
>zero mission
I play this on a daily basis, including Tyrannosaurus Rex, most of my hours of enjoyment have come from both.

>> No.9681146

>>9678684
The reactionary hate it gets recently is a lot more autistic than the love it gets

>> No.9681771

>>9681146
That's kind of how I feel about Earthbound, some people would insist that it's the pinnacle of eastern civilization, and then there's those who think that the game and it's diehard fans are mankind's greatest cancer.

>> No.9681957

>>9681771
Anon, as a rule of thumb, everyone hates fanboys. That's how it goes:

>Thing exists;
>Dude doesn't care about thing and everything's alright, they both live harmonically and peacefully;
>A bunch of fanboys appear;
>They shill thing nonstop, being overly vocal and annoying;
>Now Dude hates thing.

Why you notice it more today? Because social media became the perfect tool for fanboys. Back then, their reach was much smaller, so you didn't feel bummed by them.

>> No.9681967

>>9678763
>Dread
dread is a totally homogenized modern day metroidvania. the only way you could think it's better is if you're the type of retard that wants a dodge button in a game about playing as an armor suit. That isn't even getting into the actual crap like the EMMI sequences.

Trying to hold up Dread just shows how forward thinking Super Metroid is; it literally isn't possible to make a game that's as good as Super in the modern industry. It'll turn out like Dread.

>> No.9682027

>>9680832
People think anything that deviates from all the modern, samey, formulaic and standardized control schemes is "bad". I've even seen people say games like Resident Evil 4 has bad controls simply because you can't move and shoot at the same time.

>> No.9682619

>>9678684
I always suggest to use a control hack to bring it on par with the sequels.
I also think it's good but not amazing. People sperg about it only because they played it first in the olden days.

>> No.9682662

>>9682027
re4 is actually kind of bad. tank controls work alright in the original 3 games partly because your pov isn't shackled to the slow turning speed, in re4 there are a lot of situations where you kind of have to play blind and just guess when to use a quickturn and eat damage because you can't actually get a moment to look at the boss patterns or whatever's chasing you.

>> No.9682702

>>9678772
I think nes metroid is definitely an instance where the expectations of the gameplay don't really match up with the tech of the time. They want you to mentally track this sprawling complex of space tunnels which isn't a bad thing, arguably more organic than the minimap checking formula, but it being 1986 they have very little in the way of natural visual indicators they can give you. worse than making it unnecessarily difficult it makes the game visually boring to explore.

>> No.9682917

I like SM better than ZM and AM2R.

>>9678707
I wish I could, like, port AM2R to Android.

>>9678717
Yes, exactly.
I was the first guy to find the 2nd Quest in Subversion and post about it here, btw.

>> No.9683078 [DELETED] 

>>9678684
it's an american thing
like how FF7 is the only rpg ever
or how they believe woodstock was an important historical event

>> No.9683139 [DELETED] 

>>9682662
none of that ever happens.

>> No.9683147

>>9681967
And yet jumping in Dread feels good and in Super it feels bad. Nothing else matters really if second to second it doesn't feel good.

>> No.9683330
File: 3.41 MB, 3648x2736, IMG_0189.jpg [View same] [iqdb] [saucenao] [google]
9683330

>>9678704
There's a lot of truth to this

If you were into SNES and it was your first Metroid, then it was pretty god damn mindblowing. I still think it's an incredible game, certainly all-time top ten worthy, but it's been ripped off to hell and back by a huge number of imitators and even its own sequels, so it'll appear a lot less special if you're relatively up to date with the genre. But it's still the best game of its kind out there.

>> No.9683337
File: 2.12 MB, 270x356, sJ9HvU7.gif [View same] [iqdb] [saucenao] [google]
9683337

>>9683147
>in Super it feels bad

>> No.9683395

>>9683337
who is this semen demon

>> No.9683414

>>9683330
kind of blurry there anon

>> No.9683418 [DELETED] 

>>9683078
Woodstock is a boomer thing. Nobody else gives a shit.

>> No.9683636
File: 1.07 MB, 512x448, SM_jump.webm [View same] [iqdb] [saucenao] [google]
9683636

>>9678731 >>9683147
Can you even bother to mention what's so bad about jumping in Super Metroid? Describe it in a meaningful way?

>> No.9683642

>>9683636
You can skip 90% of content due to how strong it is.

>> No.9683643

>>9683636
it's popular

>> No.9683646

>>9683147
>I've played dread
Zoomer GET OUT

>> No.9683741

>>9683147
Jumping feels good in Super.

>> No.9683917

>>9683147
>all jumping should feel the same in every game

>> No.9683948
File: 97 KB, 700x813, mk.jpg [View same] [iqdb] [saucenao] [google]
9683948

>>9683395
Mary Kish

>> No.9683971

>>9683636

it seems the thing most often said is 'floaty.'

but maybe thats in comparison to the GBA titles where you hit the apex of your jump with almost no deceleration, and the fall with almost no acceleration. Thats what Fusion and Zero did.

But SM jumping is perfectly consistent with one and two.

>> No.9684846

>>9683971
Having played some garbage platformers in my day, I can't even imagine Super Metroid's jumping being described as floaty.

>> No.9685008

>>9683971
>Thats what Fusion and Zero did.
I disagree with treating fusion as identical to zero, it still retains a bit of floatiness from super, kind of a happy medium.

>> No.9685204

>>9678684

I loved the first part of the game(before the ghost ship). Those parts were wonderful, mostly the "jungle" area.

But since i reached the ghost ship, i explored the "sea" area, the "hard" volcanic area and the last area,i felt those areas like they were made "rushed".

Its like the creators of this videogame made the first half of it the best of the best, but the second half was made "rushed" and i did liked it.

Sort of the same happened to castlevania symphony of the night: the first castle feels great but the second one feels like they did it as faster as they could to finish it already.

>> No.9685318
File: 89 KB, 200x100, samus dance.gif [View same] [iqdb] [saucenao] [google]
9685318

>>9678684
>https://metroidconstruction.com/resource.php?id=107
>https://www.romhacking.net/reviews/5293/
Install these and enjoy, they fix Super Metroid.

>> No.9685327

>>9678684
Even among more modern Metroid games and other similar titles, it has a phenomenal map, tons of content, gameplay customization (turning upgrades and individual beams on and off), and aspects like Missles/Supers being separate.

The reason why it fails is because the way it handles is complete and utter garbage compared to every single other Metroid game, including the NES original. Switching between items is insanely clunky and awful, Samus feels like she's constantly fighting a molasses-filled atmosphere to do anything, etc.

Meanwhile every 2D Metroid afterwards feels like an absolute dream to play, as this thread has detailed. It's a shame that even the romhacks for this game, while they may fix at least most of the item swapping clunkiness, don't really change the core movement enough to make it feel right.

It's a shame because if Zero Mission's snappy handling and Super Metroid's map and customization met perfectly, you would have the ultimate game.

>> No.9685345

>>9683636
samus does not control similarly to other characters. there is a way that platform characters are SUPPOSED to control and samus is not that. it makes you waste time learning and getting frustrated for no reason other than the make the game a special snowflake. same with how the walljumping works

>> No.9687137

>>9678797
>The only good modern indie game I played is Sonic Mania which actually deserves every bit of praise it gets
Sounds like nostalgia to me. Why not try something you're unfamiliar with. You might be surprised to like it.

>> No.9687140

>>9679113
You should try rom hacks of Super Metroid, there are a couple good ones out there that create a fresh experience.

>> No.9687146

>>9685345
>supposed to control
I don't understand what the problem is? She's entering an atmosphere that is known to have low gravity (as evidenced by the first game) so it makes sense why there's moon-like jumping in her kit. Kicking off the wall makes a good amount of sense when you consider the low gravity as well. Besides later on you get upgrades where you don't even need to wall kick to get anywhere.

>> No.9687158

>>9685327
>trashing on the physics
Super Metroid mogs every other game with Samus feeling like she's actually on an alien planet and not just in a space station with gravity turned on.

GBA games are simply okay to me but are comipletely lacking in both atmosphere, OST and control compared to SM IMO. Also I like how you include NES Metroid and Metroid II in this plebeian opinion.

>> No.9687162

>>9687158
>Samus feeling like she's actually on an alien planet and not just in a space station with gravity turned on
Cool. Is it fun to play?
I don't need a run button, for the record.

>> No.9687170

>>9687162
>I don't need a run button
That's part of the satisfaction though. I prefer being able to control when I need short jumps, when I need to speed booster, etc. Wasn't a fan of that in GBA because it felt like control was taken away from me. Same with relegating missiles to a shoulder button. I liked being able to hit angled shots upward while running and holding R. In general I felt like the sequels were a step back in regards to freedom to contol Samus.

>> No.9687186

>>9687170
>I prefer being able to control when I-
use the d-pad

>> No.9688659

>>9685008
I hate Fusion. Linear, storytime bullshit doesn't belong in Metroid. Zero Mission was good, tho.

>> No.9688786

Honestly when I played SM 15 years ago that was after I played Fusion and Zero Mission, and yeah it did feel a bit clunky in comparison. The fact that Samus doesn't fit into 2-tiles high space, the time it takes to perform a jump, and mostly how annoying it was that sometimes she would spin and sometimes she would jump upright. It certainly took some getting used to, and I still have trouble with Space Jump because it's so unresponsive with low horizontal velocity and prefer to wall jump whenever possible.

>> No.9689002

>>9679339
>Nostalgia
Nope. I played all of 2D Metroid as an adult and Super is clearly the best one for me.

>> No.9689161

>>9687158
>atmosphere
there's a lot of shit you can justifiably throw at fusion but lack of atmosphere isn't one of them.

>> No.9689163

>>9688659
you sound like an over aggressive retard.

>> No.9689181 [DELETED] 
File: 304 KB, 1201x1199, 6A333A10-17DD-4F3B-B506-4F3E3BA3A0ED.jpg [View same] [iqdb] [saucenao] [google]
9689181

>>9689163
I am

>> No.9689187 [DELETED] 

>>9689181
HOLY fucking based. praise floigan.

>> No.9689214
File: 24 KB, 569x428, ctf.jpg [View same] [iqdb] [saucenao] [google]
9689214

>>9685204
>the first castle feels great but the second one feels like they did it as faster as they could to finish it already.

The inverted castle feels like it goes by so much faster because you don't have to slowly gain access to each part piece by piece like the normal castle. It's all open from the beginning which makes sense because its layout is identical to the regular castle and you've already acquired all the items that let you access all those areas.

The first castle is about exploring, gaining new powers powers and then backtracking to utilize your new power to access previously unavailable areas. The inverted castle is just continual forward progress. It was never intended to double the length of the game, just to give enough space for more boss fights and a few cool bonus items