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Samus Returns is this week, right,
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Yes! This Friday!Samus Returns is this week, right,
Speaking of the Aeion abilities, so far the Lightning Armor and Beam Burst have been my favorites. The former I thought would be obsolete once you got the Varia Suit, but glad I was wrong, and the rapid fire burst mode speaks for itself.So far I find it's pretty good, about how you'd expect. Not sure yet how replayable MSR will be for like speedrunning and such though, as it seems like quite a grind at first... Mostly due to the lack of variety in fights compared to other games in the series as some have pointed out, but that was a thing with the original Metroid II, so I feel I can't fault MSR for that, being a faithful reimagining and all.
Maybe when I become more a natural at it after the initial playthrough I'll see it in a different light. Played for a good chunk of yesterday but got burned out by the time I was in the midst of exploring Area 3 last night. Did plenty backtracking in between (which is to be expected of Metroid) when I was still figuring things out, though probably did more than I needed to that early. Will save most of the rest of the backtracking after I get a good bit more of the powerups, and hopefully I'll get the rest of the initial playthrough done sometime today or tomorrow.
Not sure yet where I would rank this among other games in the series, but it's pretty good and up there, even if I don't end up replaying it as much in the long run as Fusion and such. I don't know, will have to see... But yeah, it's still the return to form the series so desperately needed, and not gonna lie, the Aeion abilities have made me picture how remakes of Super and Fusion would be like now, with those awesome new mechanics introduced. :D
I agree, revealing hidden expansions from the get-go when using this Aeion ability seems too easy. I think there should've been an upgrade that enhances the Scan Pulse's detection ability to include the hidden suit expansions at the very least.Scan Pulse seems OP but I keep accidentally using it
Metroid isn't lore heavy, so playing them out of order is fine (besides, the first 3 games are over 20 years old minimum, so the plot isn't something you can really spoil). I would definitely recommend playing a different Metroid before SR. It's atypical of the normal 2D Metroid in some ways, and is much more challenging, which may or may not be a turnoff. I would recommend picking it up if you enjoyed other 2D games though.Before I even think about playing Samus Returns, I honestly kinda just want to finish Super Metroid on the Virtual Console first.
I've had the game for years and I've still yet to beat it. I'm sure I could've beaten it years ago if I wasn't so lazy, Maridia just kept causing me to want to take breaks from it, which of course often led to me forgetting to play the game altogether.
Might sound kinda odd, but I guess it's because SM is the only Metroid game I've ever played. I'd love to get more into the series, I just can't help but feel a need to finish what I started before diving further into the games.(at least as far as actually playing them goes....I do know plenty about the lore and all, I just haven't actually played many of the games themselves....).
Beware, late-game SR spoilers.
So, how many have 100% completion in SR? The Chozo memories are great, concisely explaining the events that transpired while the Chozo inhabited SR388. But here is what's interesting: the Chozo actually escape to the surface, the Metroids do not eradicate them like previously assumed. Ratherly, we see a ship descending, presumably responding to their distress call. However, the scene corrupts, revealing an 11th Chozo memory. We see the Chozo slaughtered, by another faction of Chozo, with their leader wielding an arm cannon, in front of an army. The scene is labeled "2d/10". This could be foreshadowing for Metroid 5, or something else that's new.
Also, the official SR manual has some interesting lore bits. Like this:
"The events that followed are lost to time. Theories of Metroids escaping and destroying the Chozo, and murmurs of infighting between the once-peaceful species, can be found throughout history books, but this is little more than speculation. No one knows what became of the brilliant race-not even the small pockets of Chozo still living today"
Further in the guide, it goes over every enemy, but two entries stand out:
"Autoad-These spider-like machines have the ability to emit an Aeion disruptor field. This raises the question: if these things were created to disrupt Aeion Abilities, were they made to combat intruders, or other Chozo?"
"Autrack-The most dangerous of the Chozo security units, the Autrack starts off in a harmless-looking ball, only to pop out and track anything except life-forms native to SR388. If you see an Autrack laser pointing at you, run or hide. A single shot from one of these machines is devastating, and destroying them is no easy feat."
Clearly the Chozo were concerned over non-native life-forms, it will be interesting to speculate on what these facts mean. I'm totally cool with evil Chozo though.
Beware, late-game SR spoilers.
So, how many have 100% completion in SR? The Chozo memories are great, concisely explaining the events that transpired while the Chozo inhabited SR388. But here is what's interesting: the Chozo actually escape to the surface, the Metroids do not eradicate them like previously assumed. Ratherly, we see a ship descending, presumably responding to their distress call. However, the scene corrupts, revealing an 11th Chozo memory. We see the Chozo slaughtered, by another faction of Chozo, with their leader wielding an arm cannon, in front of an army. The scene is labeled "2d/10". This could be foreshadowing for Metroid 5, or something else that's new.
Also, the official SR manual has some interesting lore bits. Like this:
"The events that followed are lost to time. Theories of Metroids escaping and destroying the Chozo, and murmurs of infighting between the once-peaceful species, can be found throughout history books, but this is little more than speculation. No one knows what became of the brilliant race-not even the small pockets of Chozo still living today"
Further in the guide, it goes over every enemy, but two entries stand out:
"Autoad-These spider-like machines have the ability to emit an Aeion disruptor field. This raises the question: if these things were created to disrupt Aeion Abilities, were they made to combat intruders, or other Chozo?"
"Autrack-The most dangerous of the Chozo security units, the Autrack starts off in a harmless-looking ball, only to pop out and track anything except life-forms native to SR388. If you see an Autrack laser pointing at you, run or hide. A single shot from one of these machines is devastating, and destroying them is no easy feat."
Clearly the Chozo were concerned over non-native life-forms, it will be interesting to speculate on what these facts mean. I'm totally cool with evil Chozo though.
So far, just for the map buttons. You can move the map, but im not sure if you can go to themenus on the bottom, like the pin menu, or the Map Legend menu.Mission accomplished: Found my 3DS! Time to go buy Samus Returns!
Btw, this game doesn't use Touch Controls, does it?
Touch screen is necessary for switching beams, as well as switching between missile types. Beyond that, the rest is optional. Stuff like the map and its features, it's very convenient.Mission accomplished: Found my 3DS! Time to go buy Samus Returns!
Btw, this game doesn't use Touch Controls, does it?
No way you get under 2 hours for 100%, even going by ingame time. You have 40 metroids, some of which even run away. Then other bosses that take a while as well. Now, an any% run is doable, as you can bypass stuff like Arachnus.I have to say, Speedruns for Samus Returns will be quite interesting to watch....
I don't think they'll be quite as fast as previous 2D entries due to the meatier worlds (and lack of a speedbooster), but I can easily see the game possibly get under 2 hour runs, even for 100%....
I don't know... Back in the day I loved doing 100% speedruns with like Fusion in one sitting (usually cracking under 2 hours), but that doesn't really seem viable for this game to me. Well, maybe if you know the paths enough without having to go around scan pulsing at all and not slipping up any, but that'd take crazy amount of practice and memorization, seems like.I have to say, Speedruns for Samus Returns will be quite interesting to watch....
I don't think they'll be quite as fast as previous 2D entries due to the meatier worlds (and lack of a speedbooster), but I can easily see the game possibly get under 2 hour runs, even for 100%....
That's pretty cool. It's funny how Sakamoto basically confirms the whole Mother Brain fight is a gloried cutscene (not saying that it's bad). Also, that's a pretty large dev time for a SNES game (longer than Samus Returns in fact).https://www.nintendo.com/super-nes-classic/interview-super-metroid
I believe this is the first time we can see Kenji Yamamoto's face as well.
You'd be surprised what speedrunners are capable of...especially if there are any useful glitches found in the game...No way you get under 2 hours for 100%, even going by ingame time. You have 40 metroids, some of which even run away. Then other bosses that take a while as well. Now, an any% run is doable, as you can bypass stuff like Arachnus.
Well speedrunning tends to be very reliant on memorization and frame optimization...It'll likely take a lot of time before a sub 2 hour run is met...I don't know... Back in the day I loved doing 100% speedruns with like Fusion in one sitting (usually cracking under 2 hours), but that doesn't really seem viable for this game to me. Well, maybe if you know the paths enough without having to go around scan pulsing at all and not slipping up any, but that'd take crazy amount of practice and memorization, seems like.
Regardless, will focus solely on speedrunning (no 100%) on another file sometime after enough experience. In the meantime am getting well through vanilla Hard mode, while also trying to do better on time than the first run. Not sure if I'll ever manage to get the needed amiibo at this time, but for Fusion mode I can only imagine how annoying the Gamma Metroids are to deal with pre-super missiles...
I think I'm stuck.
I'm in Area 2 and need that last Metroid.
It's near the area where there are two fans going in opposite directions.
I have not fought him.Did you fight Arachnus? You need the Spring ball to bypass those fans to bomb the blocks just above them...
at least that's the one I think you're talking about...
But stuff like Zetas and Omegas bring the average way up though, esoecially when they decide to go into positions that basically make them invulnerable (Gammas can do it too). But, the runners can be on cycled? That would definitely help. Power bomb boost is something I did not consider though.You'd be surprised what speedrunners are capable of...especially if there are any useful glitches found in the game...
I can also see the Power Bomb Boost be utilized quite efficiently in these runs...
Also most Metroids are just at the Alpha stage which can be killed very quickly, and those Metroids that do run away can be one cycled...
Also, Arachnus isn't optional btw, cuz you need Spring ball for certain puzzles...some puzzles are required to access some Metroids...
Well speedrunning tends to be very reliant on memorization and frame optimization...It'll likely take a lot of time before a sub 2 hour run is met...