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Running through tutorial-land, the mechanics look just fine. We'll see how they hold up once things start getting harder.
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# ¿ Sep 23, 2017 00:45 |
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# ¿ Apr 25, 2024 19:08 |
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I like the aesthetic they've got going for missile and charge beam doors. They actually sat down and thought about how they might be structured differently.
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# ¿ Sep 25, 2017 12:01 |
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I think you needed some Smash Bros. games to make the case for Samus to be a brawly sort of character in 2D. Just the need to create those animations you might not think of when there's just shooting to consider.
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# ¿ Sep 29, 2017 05:05 |
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When you cheatyscan, does it just outline the blocks or does it also color them according to how they break?
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# ¿ Oct 3, 2017 01:07 |
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Huh. I would have thought you could parry that boss's regular spinny charge. It looks like you just weren't fast enough most of the time, but maybe it was supposed to be impossible.
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# ¿ Oct 10, 2017 02:04 |
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It seems a little weird to get both high jump and spider ball. I guess we'll be seeing slime walls all game long.
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# ¿ Oct 20, 2017 12:44 |
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It almost feels like those gammas are more dangerous on the ground, between the lightning channel and the variable charge.
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# ¿ Oct 21, 2017 10:51 |
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Huh. Purple is a pretty significant color for Metroid, come to think of it. Can't think of another game right now that it's so strongly associated with.
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# ¿ Oct 28, 2017 19:41 |
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Does this game do the Prime thing where after a certain amount of wandering your suit will go "plot advancement detected here"?
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# ¿ Oct 31, 2017 04:19 |
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They never use a Metroid hole to have the cunning little devils team up on you? ...well, I suppose trying to time parries with two things both trying to rush you is really just going to be an exercise in dying a whole lot.
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# ¿ Nov 10, 2017 06:32 |
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I do like how the gammas are, like, baiting out your counterattack just by waiting long enough.
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# ¿ Nov 16, 2017 14:35 |
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That was a pretty nice chase sequence. It put surprises in without them necessary being "surprise, you're dead".
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# ¿ Nov 24, 2017 15:50 |
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I appreciate that dumping your entire stock of Super Missiles into a boss actually makes a ridiculous dent in its health.
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# ¿ Nov 27, 2017 00:38 |
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Gravity Suit, plasma beam, and the time slow thing. They're really gearing you up for something.
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# ¿ Dec 3, 2017 17:44 |
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For there being only like three different kinds of metroids they do make a pretty consistent yardstick for measuring yourself against.
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# ¿ Dec 9, 2017 02:45 |
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I honestly don't know what to think about enemies that don't get weak points corresponding to your new arsenal. Sometimes it's enough that the new weapons just let you deal more damage or maneuver a little better? It's a hard call to make.
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# ¿ Dec 17, 2017 01:53 |
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It kind of makes me wonder why you've even got those individual health numbers when everything significant you fight deals entire energy tanks at a time.
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# ¿ Dec 26, 2017 03:50 |
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I like that the Power Bomb does something, given that you fought the first Omega before you got it.
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# ¿ Dec 29, 2017 04:12 |
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It's an interesting study - as you get more and more powerups, how many of them should the navigation puzzles incorporate? Too many and it just gets too complicated, too few and it feels like you aren't using powerups anymore,
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# ¿ Feb 4, 2018 03:38 |
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I liked the cinematic nature of going in for those special kills, that was nice.
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# ¿ Feb 12, 2018 03:58 |
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# ¿ Apr 25, 2024 19:08 |
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I'll keep saying it every time a Metroid game shows up - Fusion ended with Samus in a really weird and potentially fruitful place, plot-wise. Part-Metroid, hunted by the authorities... if there is some faction of possibly-rogue Chozo, wouldn't that be an interesting initial friendly face?
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# ¿ Feb 25, 2018 20:20 |