Samus is totally pretty but only if you like roughness and birds and sweat.
It’s also a little weird in light the terfy tendency toward phrenology, and “accusing” any afab women who don’t fit into a certain box of being trans. Like athletes, frequently.
yea I brought this up in my original post about it, i just don’t think the idea that “samus is Manly so she must be trans” is good or healthy for anybody lol even though i do kinda get it from a “ahh she’s just like me” angle
What I like about the (probably accidental) queer-coding of the character, the series, and its themes is that it kinda dances around that problem by not defining anything. Like, you can look at her and her situation and what she goes through and go, AH, without being limited by notions like, well, she’s buff and huge, therefore blahblah. Those just become dimensions of ambiguity in a soup of many others.
this has serial mom energy i approve
I don’t have nothing to add to the conversation, other than this fan-art, i like it a lot:
i got metroid fusion for christmas the year it came out and I remember distinctly being terrified by the idea that samus was now fused to the fusion suit for the rest of her life. like just the idea of a sanctuary like the inside of the varia suit becoming a weird invasive prison fucked me up as a child
picturing samus in chunky white shoes after labor day pointing her blaster at serial mom threatening her to try something
did she sign your poster or does she just have her name written on her armor
i vaguely remember writing it on there in front of some people (thats definitely my handwriting) as part of some bit, but i cant remember what the joke was at all
Here is my embarrassing gay secret: I really, really love Metroid but I’m extremely bad at all the 2D ones because I get incredible anxiety fighting tough enemies or bosses. I don’t want to let Samus down! The SA-X was awful. I’ve felt this way since I was like, 9. I just don’t want her to get hurt because of my mistakes!!
Aran the side of caution
Ridley’s always a massive pushover though. in the first game he can’t even hit you if you’re standing next to him!
idk if this is the kind of post that belongs in this thread but the final SA-X fight is a textbook example of bad boss design in my mind. it’s super easy when you know what to do (shoot ice missiles, jump to other side, repeat), but immediately punishes any attempt to experiment or get creative. (in other words, the kind of thing I’m pretty sure Felix was complaining about with sekiro, though the idea of an entire game building upon that as a basis is weird enough that i find it compelling)
the first 90% of fusion is a great first half of a game but there really isn’t anything worth seeing after you get the wave beam
I just loathe the whole beam-key puzzle adventure escape room aspect, where you’re expected to procedurally shoot every block to see what icon it’s hiding to see what you can match, so you know exactly which tile to shoot with what so you can move on to the next one of these fucking things.
Like, no. This is the hell end logical extreme of the garbage mechanics we’re been seeing since, like, Super Mario World, and the opposite of the sort of inscrutable nightmare glitch world logic that the first couple of games seemed to organically arise out of.
But I like everything else about the game beyond the actual system and level design and the mentality that went into it. Like, everything the game has to say using those tools is rad.
less doors and more enviromental planet stuff you have to get around with (YES MORE LIKE CASTLEVANIA) please
super metroid especially, it was so fucking jarring to have these beautiful distinct areas and biomes with identical doors. like if i go to a different country the doors are different! some doors have a handle in the middle! some are shaped different. but a bunch of identical doors all over a planet INCLUDING on the sunken ship, which CAME FROM SOMEWHERE ELSE have those goddamn doors that look like as seen on tv push lamps.
back to being gay. samus sitting on the side of her ship, gun off (but still wearing the padding on her arm she puts the gun over), dangling her feet over the side. her ship is hovering over a completely empty planet, aside from glowing insectoid grubs crawling over every available surface. shes kicking her feet slightly because shes into the comic she’s reading. what is she reading? lets look closer. ah! its her favorite comic, My Lesbian Experience With Lonliness
they are pretty awkward and arbitrary, but i don’t remember any of them taking too long, and they accomplish the positive residual effect of making you suspect any room could be crawling with offscreen secrets. maybe I’m cutting fusion slack here just because that was an element that took me out of super metroid, which seemed to be trying to sell its world as something much less artificial, but still went and cluttered it up all these obvious codified videogame objects. fusion never lied to me goddamnit, it wore its bullshit proudly on its sleeve
ahem
reminds me, one underrated aspect of the first game (quite possibly a product of memory limitations rather than intentional design) is the way several rooms in each region would have bombable patches of wall in the same places, even if it didn’t lead to a full passage. for one thing it was a timesaver, since you’d only have to “bomb everywhere” once, but it also fit right into the sense of scientific curiosity - you were discovering these hidden rules and regularities underlying the world as it appeared, akin perhaps to a geologist studying structural properties of the earth’s minerals