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mZuzek said:
Medisti said:

The wall jumping is atrocious, no question. I've always been bad at wall jumping even in Fusion, but I have no trouble zipping around off of whatever wall I want in this one. And you can't go back to the same wall? I thought they got the message and that's why it went back for Zero Mission. :(

The polished controls are what make it for me. I find Super to be very clunky, too floaty, and just hard to play. But who can deny that amazing atmosphere? But, I've never been big into sequence breaking, and I didn't play Super until the Virtual Console (well after Fusion and Zero Mission), which is probably part of the reason why I don't hold Super on a pedestal.

It's weird. They introduced walljumping in Super and it was super gamebreaking, so you assume that's why they nerfed it to the horrible, useless walljump of Fusion. But then in Zero Mission, walljumping became really good again, which you would think meant they wanted it that way in the long run, but now it sucks again. I guess we can expect it to only be good in uneven number games? (oh, Metroid 5...)

I never played a Metroid game before 2014 or so, so there's no feeling of nostalgia to me, though Super was still my first one. I like to replay games over and over (well not just games, I've seen a certain movie 15 times), so to me when a game allows me to do crazy shit like Super does it'll always be relevant because it means I'll have more fun replaying it. Super Metroid actively rewards you for knowing what you're doing in controlling Samus and knowing the environment and map layout - it allows you to get away with pretty much anything if you have the skill and know-how, which is extremely impressive considering how well the level design "guides" a player through their first time. I love how the game doesn't really force a story or pre-determined progression on you, the only thing it requires you to do is killing the 4 bosses and that's that, you can go about it in any way you want. It's stuff like that that made this game so fun and so addictive for me, years on and I'm still playing it somewhat regularly - I'm actually a good bit into speedrunning it, having gotten pretty close to the 1 hour mark.

Samus Returns is great, I'll love it, but it'll never have that. It's a mostly very linear game and I won't be able to do crazy skips and sequence break - maybe, the speedrunning community will find glitches to do that, but I don't find it interesting anymore when it becomes too glitch-heavy. So as much as I loved it the first time, I think I won't find myself replaying the game too much in the future.

Also, guys. Do get 100% on the game and then look up the art galleries. There's some pretty damn crazy stuff there once you complete the game, and you know, I believe it might just be hinting at that elusive Metroid 5. (!!)

If you're spinning and press jump against a wall, you wall jump. There's no timing. There's not pulling the circle pad the other way. Just press the jump button at any time. That completely ruins wall jumping for me. Aside from that, I love the controls.