t3mporary_126 said:
Samus Aran said:
Maybe not lie, but you're not remembering things correctly. I can't blame you for not knowing that a charged dark beam shot can freeze dark pirate commandos), but the dark beam is coded to freeze any humanoid enemies at once, even if they're possesed by the ing (which are normally weak to light beam). It only takes one missile after that to kill them. So it doesn't take that much skill really! I hope this can increase your enjoyment if you ever decide to play it again. But pirate commandos are the ONLY enemies in the game to lock doors and it doesn't happen too frequently. Although I understand your frustration if you didn't know about the dark beam strategy. You made it sound like it was as bad as in Metroid: Other M, so I just had to speak out on it. Sorry if I sounded rude, was not my intention.
Yes, there was lot's of backtracking, but that's what makes Metroid Metroid to me. I'm always curious to know what I can unlock in previous areas with newfound powers. So I backtrack a lot even if it is not required.
And yes, MP2 frustrated me a lot as well during my first playthrough, that's why I love it so much lol. Some games just become a lot more fun after multiple playthroughs, especially when you're sequence breaking. I usually skip the entire Agon Wastes section (I just get the necessary powerups) when I replay this game lol.
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Yeah I feel like Prime 2 could have explained the effects of dark and light beam better. I had to restart a new file to remember the dark beam was basically the ice beam for Prime 2 (it even freezes metroids lol) and the light beam was kinda like the plasma beam in Prime 1&3 with its burning effects. Game should have also told us that destroying crates and enemy pods will reward light/dark ammo if you used the opposite ammo. If i remember it correctly, the message it gave on obtaining ammo only mentioned destroying enemies. Fortunately, there's almost always a dark/light ammo in crates/enemies pod when you destroy them this way. IMO, it made the requirement to destroy things with opposite ammo pretty pointless and gimmicky, but I guess it was necessary for RNG control.
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I think it did say that in the PAL version, but I'm not sure, I just don't remember having a problem with that.