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Finished SR.
16hrs
90%

Best Metroid game since Super Metroid.
No words, only tears.



Proud to be the first cool Nintendo fan ever

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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. (!!)



So, I just finished Samus Returns. It took 9 hours to beat and 11 hours to get 100%.

SR was the first Metroid game that I've ever played for more than 30 minutes, and I have to say... it was awesome! When I started playing, I didn't expect it to be so fun. It might just be my favorite 3DS game. Now I think I finally understand why people like the Metroid series so much.

Though, one thing I am curious about is how the original Metroid 2 even worked on Game Boy. SR seems to require so many button inputs, and the map is filled with puzzles that require free-aiming and other shenanigans that seem impossible to do with just a D-pad and two buttons.



StarDoor said:
So, I just finished Samus Returns. It took 9 hours to beat and 11 hours to get 100%.

SR was the first Metroid game that I've ever played for more than 30 minutes, and I have to say... it was awesome! When I started playing, I didn't expect it to be so fun. It might just be my favorite 3DS game. Now I think I finally understand why people like the Metroid series so much.

Though, one thing I am curious about is how the original Metroid 2 even worked on Game Boy. SR seems to require so many button inputs, and the map is filled with puzzles that require free-aiming and other shenanigans that seem impossible to do with just a D-pad and two buttons.

Well it's a completely overhauled remake, so pretty much anything that involves free aim or whatever wasn't there on the original. Metroid 2 didn't have Aeion abilities, counter, free aim (not even diagonal aiming lol), and definitely nowhere near the same amount of puzzles. It also sucked, even though it was a big improvement from the awful Metroid 1.

So, now that you have gotten into a Metroid game, you might as well continue chronologically, right? I do recommend you try Super, as it is technically the sequel to Samus Returns. I assume it was one of the games you tried for 30 minutes and didn't enjoy, but that's normal - at first it also took me a while to get into it, but once you do it's crazy awesome.



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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.



Medisti said:
mZuzek said:

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.

I do love the controls too but the section where you're running away from a big robot before you get the Space Jump was frustrating as hell!



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Medisti said:

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.

I can't bring myself to love the controls because of how brutally uncomfortable the 3DS is. I can only wish Nintendo puts their shit together and brings this game to the Switch in 60fps, with remappable controls and a reworked HUD, better visuals and all that stuff, but I don't see it happening sadly.

...also, remappable controls. That's another reason I don't love the controls in this game, I have a thing against jumping on B in games (though I accept it's more comfortable on the 3DS), so I'd much rather be able to jump on A and shoot on X like I've done in every Metroid game ever. Then with the Switch having 2 extra buttons (plus the R-stick and a more accessible Select button), it'd be easy to remap the touch inputs somewhere else, which to me would again make the game better to play, as I don't like having to touch the screen to switch weapons or quick morph.

Walljump is probably the biggest offender though, because it's the only thing that was done out of a design choice rather than hardware limitation. I mean, even though walljumping was pretty useless in Fusion, I still enjoyed the feeling of being able to say "I know how to do that", but in MSR it's just like, whatever.



I'm four hours into Samus returns and am liking it very much. On of the best 3D use on the 3DS. I hope this games really sells because i don't want Nintendo to put Metroid in the freezer.

Do we have any sales on Metroid: Samus returns?

If 2D Metroid doesn't sell between 500K and 1M on the userbase of the 3DS, that wil be a problem. Metroid 2D might get hit by a freeze ray at that point.



In the wilderness we go alone with our new knowledge and strength.

Stefan.De.Machtige said:

I'm four hours into Samus returns and am liking it very much. On of the best 3D use on the 3DS. I hope this games really sells because i don't want Nintendo to put Metroid in the freezer.

Do we have any sales on Metroid: Samus returns?

If 2D Metroid doesn't sell between 500K and 1M on the userbase of the 3DS, that wil be a problem. Metroid 2D might get hit by a freeze ray at that point.

It debuted at #8 in the UK and at #3 (with 30k) in Japan, as far as I know that's all we have so far. Yeah sales aren't looking the brightest, but I think that was to be expected given how little effort Nintendo put into hyping this and with it being a 3DS release this late in its life and all. Still, I assume at least 500k should be guaranteed at this point, the real question is if it can get to that 1m mark.