white girl with dreads (new metroid thread)

I appreciate the new musical direction, even if it’s a bit hit-or-miss. I didn’t find it too interesting listening to it on my ruddy TV, but it was actually rather engrossing on my headphones.

The boss theme from Trailer 2 (“Experiment No. Z-57” or whatever) is a standout track imho. The worst track is the first Cataris area theme (very trite pointless noodling around).

(FWIW, both SR and Dread were composed inhouse at Nintendo in Japan.)

Anyhow, I finally beat this. Final IGT: 8:32:32 with 68% (probably an hour or two longer in real-time due to deaths)

The final boss was a bit easier than my one attempt the other night led me to believe. Once I figured out how to make it past the first phase I beat it that very same attempt. Still a bit of hot garbage in terms of the feedback it gives you for your actions.

The big plot twists at the end are hilarious. With the new addition of Mr. Big Bird, Samus now has like 5 canonical father figures — (1) her biological father Rodney Aran, (2+3) her adoptive gay Chozo daddy figures Old Bird and Gray Voice from the ZM manga, (4) whatever the heck Adam was to her according to Other M, and now (5) Raven Beak the DNA donor (in addition to Gray Voice). Truly, she is the galaxy’s greatest daddy’s girl (by number of dads).

The other twists are hilarious in different ways, but what elicited the greatest laugh to me (a true, committed fan of this whole dumb enterprise) was the revelation that Karid-X is canon. I couldn’t think of a better/dumber send off to the game.

Overall, I am left with a much higher impression of this game than I expected.

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early game sequence breaking:

slide jumping (slide off a platform and you have a bit of coyote time to jump) is really useful - it’s pretty easy to get grapple beam and bombs before fighting kraid. it seems like the intended skip is slide jumping and damage boosting in the big lava room in SE Dairon to get to the grapple beam early. i say intended because there’s an energy tank in the room previous that seems designed to teach you how to do it, and because the enemy you damage boost off has very particular pathing to enable it. from here its trivial to get bombs (although its also possible to just go direct to bombs via a different slide jump within the emmi zone) and then head to Burenia for flash shift. unfortunately that seems to be where you cap out, because the next logical step would be to go for speed booster by killing the emmi in burenia but you cant get to the central unit without diffusion beam. i wonder if this route was added purely for the hidden kraid quick kill.

Butttt you can clip some shots through a wall to get to the Burenia Central Unit and therefore speed booster early. hope someone finds a more consistent method/ other route because there are other spots you could use this.

this is going some way to addressing my initial issue with the game feeling tilted far more towards combat than pathfinding. hopefully having a better handle on the movement options (eg remembering flash shift exists…) helps smooth out the later bosses, and if i’m lucky its possible to pick up storm missiles early because it seemed to be the best damage option by far

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Pseudo-wave is such a busted trick. People have already used it to skip the tutorial EMMI, get the Phantom Cloak early, and skip Drogyga (octopus boss). Hopefully they don’t patch it out.

Somebody also found a rudimentary short-charge method where you start your run during the turnaround animation. This makes at least one item puzzle easier (see below). It’s also possible to use enemies that create wind to shortcharge, though that’s more situational and I’m not sure if a use for it has been found yet.
https://youtu.be/uAnaAXWTQm4

Also, I’m really glad to find out that the speedbooster is effective against several bosses.

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watched some footage of this and yeah its pretty much everything i feared it would be. mercurysteam sucks

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came here just to complain about this game. i’m glad i emulated it, not that i would’ve bought it otherwise anyway. but it definitely feels like a game that is “functional” more than anything else. samus moves fluidly. the art is polished. but the game is just… boring. nearly every area feels the same, the whole game just feels like a fetch quest to get the next ability to unlock the next door, and immediately after the door you’ve just unlocked with your new ability they introduce new doors that require new abilities. it’s cynical and perverted. there’s no sense of wonder, of excitement. it’s like a robot analyzed how does a metroid game “work” and made a soulless clone.

just as an example, they give you Super Missiles (which in this game are a straight damage upgrade to your regular missiles) and then 30 minutes later they give you Ice Missiles, which, again, are just an upgrade. Why even have Super Missiles? It’s just for the god damn Super Missile doors. Is there a single ability in this game that doesn’t have a door associated with it?!

I was initially glad that the game makes it very obvious and close by where you need to go next, always, since the maps are so bloated and samey, but, then I realized this goes exactly against why I love Super Metroid. Super Metroid is all about the familiarization of previously alien and more hostile areas. Well, Super Metroid isn’t just that, it is many things that this game isn’t, but one of those things is revisiting early parts of the game and feeling how much more able you are in traversing them not only because you know exactly where everything leads to and how it is all connected, but because all of your abilities change the way you interact with them so you can blaze past them much quicker and easier.

The vertical hub sections that define Metroid maps (now completely gone here, which should be incredibly damning) were such a good display of that principle, allowing you to go through them faster when you get the Hi-Jump, allowing you to create makeshift platforms with the Ice Beam by freezing enemies, then when you get the Space Jump + Screw Attack combo you realize that all the platforms were secretly Screw Attack blocks in disguise, just allowing you to mow through the entire section like butter.

This whole realization of the map being “friendly” not being a good thing here is why I keep coming back to the word “functional” with the game. it doesn’t excite, inspire, create wonder and feeling. it just functions. I can’t help but feel that this is why big media game critics praise it, it is a game that lays bare the function of video game media as product review than criticism.

also, I feel that this game is such an extreme case of “gameplay over story” being taken too literally to such a terrible effect. the story is presented so extremely shoddily it does nothing to pull you in. I had to rewatch the beginning cutscene on Youtube just to be sure whether it really looked like that or if my emulator was having graphical issues or loading things wrongly. nope, it really is that wonky! Super Metroid is, I feel, a really cinematic experience at heart. Without that focus on creating a narrative – not only through the big moments in the beginning of the game and at the end, but also through the game’s natural progression of when does it make you feel powerful or isolated or determined, without that, you get this tasteless slop. Bosses almost feel like they’re made to deal double the damage they should and have double the amount of health they ought to have just so the game has anything memorable or more exciting to the experience. EMMIs are a nice idea but, again, they don’t really inspire fear, not even when you get caught. Why are they so powerful and can only be killed with the Omega Beam? who knows, superpowered fed plating or something. they feel like an arbitrary obstacle rather than a supernatural force that’s beyond you like something like the SA-X at least tries to convey, even if EMMIs are more interesting mechanically to deal with. EMMIs are supposed to be the big thing in this game, but they aren’t really a part of the narrative at all.

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ALSO: the ways you can deal with EMMIs are so limited? Wouldn’t it have been nice to be able to use up your missile ammo to make them slow down as a desperate maneuver? Instead, the height of your interaction with them is to either use the cloak and stand still, or hit a QTE when you get caught. you can slide under them, but from what I can tell, only AFTER they’ve been QTE’d. why? at that point they already can’t hurt you, you can just jump over them. wouldn’t it have been nice to trick them into assuming a stance that you could slide under? maybe one of the EMMI sections could give you enough runway to do a Speed Boost and if you ram against them at full speed it incapacitates them for a short period? there are so many actions to the game, but for most of the time I feel like I’m just being aware of them when the game explicitly asks me to, like when enemies are begging to be parried and are too annoying to take out in any other way. btw the melee attack sucks. it’s just an excuse to throw dumb QTEs everywhere.

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I think y’all have convinced me to give this a miss. The big gaming outlets are going absolutely insane for it but every time I look at it I feel nothing. 50 quid doesn’t help. Accessibility seems pretty lacklustre as well having to hold a button to aim and tap to shoot. Thanks SB!

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Yeah, I have been unable to play this for more than 30 minutes without hand cramps. I don’t know why you can’t just aim with the right stick and avoid holding a bumper altogether let alone on the same hand you’re aiming with.

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I mean I could probably do it with my foot but I ain’t setting that up just for any old game. Playing Metroid shouldn’t be like a driving test.

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have they finally done it?
have they finally allowed you to retain momentum in ball form?

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I think its funny how last year’s SM hack YPX had the same idea with speedbooster wallkicks. (I really need to make a list or something about all the convergent evolution going on between MSteam’s games and the hacking scene (i love it).)

It feels nice that the people responsible for Samus’ movement aren’t afraid of player expressiveness (unlike the cowards who patched the scan dash out of Prime 1), though idk I guess that just makes the arbitrary nonsense the level designers are doing seem even more egregious.

re: accessibility and controls — all you need to do is head to the control settings in the option menu and, uh, uh… just stare the perfect, unchangeable, stone-set control scheme birthed straight from the impregnable mind palace of one yoshio sakamoto (srsly why did they put that menu in again if it still does nothing?)

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You can remap the controls at the OS level but you can’t doing anything about the dual-use left stick unfortunately

This is a great post but this point in general seems really astute to me bc the map feels very shallow. I wonder if making the progression bottom → top contributed to this? I’m thinking of the way Samus just nonchalantly rides an elevator down to the bottom-most point of the map in the opening, which is still a big room filled with running water and natural looking light lol. the merit of the inversion seems a bit limited bc surrendering the deepest darkest most remote areas in the game for a tutorial zone seems a bit misconceived.

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Coincidentally, starting from the bottom of the map and working one’s way to the top happens to be the premise of the 2019 SM hack Ascent, which adds in the wrinkle that you can’t return to previous zones after demolishing (exiting) them. No real justification is given for why you start at the bottom though. (this happens to be the highest rated SM hack on metconst, but some weird platforming bits and such make it hard to recommend to a general audience)

Hollow Knight: Silksong also (reportedly) will start you at the bottom of a map where the goal is to reach the top.

Clearly, something is in the air.

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I still haven’t been able to play this because (um) (not to flex) (but) my gf still has my switch and she forgot to bring it the last time she came over. I sure hope to play it soon and then catch up on this thread!

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i would very much love to hear how much you love/hate/ambivalate this game toups

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oh, I will have Opinions, believe me.

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recovering from an arm injury and this game is also fucking me up lol

i usually take a weak default scheme as a remapping challenge but this thing is just a mess. shoulder as fixed shot and no dpad option for movement are painful, way too many things in this game require 3 inputs

the EMMI sequence being become annoyed, avoid, reset, retry and both empowered and disempowered states culminating in QTEs is obnoxious

realizing they repeat the door shooting tutorial every time you get the omega charge deliberately because the mode change is so obtusely left field hurts further still

the weak parry-requisite enemies suck and the map follows this pattern where the few consolations to nonlinear pathing that are offered end up bookended by some hard gate that runners will inevitably bypass altogether in short time. will be interesting to see if and what gets patched in the coming months

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playing this again on hard mode, doing some sequence breaks, and in spanish

The early grapple sequence break is both fun to pull off (much moreso than the early-Ridley shaft in ZM), and significantly changes the contour of the second quarter of the game. that item is used to gate things in so many odd ways and it’s really satisfying to rip all those gates away and trivialize the third and fourth areas.

It’s interesting to note that doing that sequence break as early as possible requires a significant backtrack, but if followed up on makes the Kraid quick-kill possible. However, if doing the sequence break right after Kraid puts it pretty directly on the critical path and saves a lot of backtracking, though you have to kill that boss the normal way. It’s an interesting trade-off.

I’m finding the EMMI sections to be tenser this time around, but that doesn’t make much sense to me psychologically. I guess since all the guesswork is out of the way now it’s pretty much pure execution at this point, which puts me in a different mood (idk).

having some fun somehow doing these shinespark puzzles that gave me a lot of trouble earlier on my first try now

also, i finally understand what the deal is with the dash melee lmao. very bizarre bit of design

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And

https://mobile.twitter.com/mnsoleart/status/1448982207914291200

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