My thoughts on Samus Returns thus far.
8 years ago
Been playing Samus Returns that just got released on the 3DS. It's a remake of the second Metroid game that was originally released on the gameboy. The company obviously didn't understand any of its source material. It was just like, "Uhh...Samus...Metroid...Chozo. Go!"
Let me say that it's not a bad game. It's fun to play. But it has a lot of.....little issues. And unfortunately, those start to add up. A lot. It's Metroid on the surface, but the surface only. It doesn't feel like a 2D Metroid game. The level design and layout is amateurish compared to what the series is known for. They got rid of almost all sequence breaking. And it shows. It's not as fun.
Items are given to you way too fast to the point that I'm wondering why they didn't just start you with them in the first place.
The mechanics in the game are forced and unnecessary. There's some sort of parry system you have to do, and you have to react defensively with it. You can't just smash enemies left and right. Sometimes enemies will charge you across the room, sometimes they won't even notice you right next to them. Sometimes they'll turn around when you shoot them, sometimes they'll ignore you. The AI is not as good as it should be.
Enemy respawn is completely screwed up.
Enemy placement is awful and doesn't give you a chance to react to them before they pop up and knock you all the way back down a shaft you've been climbing up.
Enemies are overused WAY too much. There's not enough variety with them.
The 3D art for a 2D game is too simple and takes away from the overall feeling of the game.
There are WAY too many Chozo ruins for SR388 and make no sense in context with the lore of the place.
And they give you cheat moves. Like...a move that lets you see where all hidden blocks are. A move that ups your attack and gives you rapid fire, and a move that gives you an electrical defensive shield. They require energy and are necessary for moving forward in the game. And it's frustrating and doesn't feel like Metroid at all.
Progression makes no sense. You have to kill Metroid because that's what you're there to do. That's fine. I expect that. But...you have to input their DNA into Chozo statues in order to unlock the way farther into the planet. What? WHY?! The Chozo would NEVER design it like that! Especially when the Metroid are there to stop the X-parasite!
The lack of sequence breaking, the new moves, the parry system. These things are not bad, and are kinda fun to use at times. But they're not Metroid and detract from the overall feel of the game.
The game is fun, and I will beat it. But it doesn't have the spirit of Metroid. And since AM2R was released and I played it, I'm going to compare the two. And unfortunately, Samus Returns doesn't hold up to it. It doesn't even hold up to other 2D entries. Again, not a bad game, but I expected more from Metroid.
I will keep playing and see if my opinion on the game changes the farther I get in.
Let me say that it's not a bad game. It's fun to play. But it has a lot of.....little issues. And unfortunately, those start to add up. A lot. It's Metroid on the surface, but the surface only. It doesn't feel like a 2D Metroid game. The level design and layout is amateurish compared to what the series is known for. They got rid of almost all sequence breaking. And it shows. It's not as fun.
Items are given to you way too fast to the point that I'm wondering why they didn't just start you with them in the first place.
The mechanics in the game are forced and unnecessary. There's some sort of parry system you have to do, and you have to react defensively with it. You can't just smash enemies left and right. Sometimes enemies will charge you across the room, sometimes they won't even notice you right next to them. Sometimes they'll turn around when you shoot them, sometimes they'll ignore you. The AI is not as good as it should be.
Enemy respawn is completely screwed up.
Enemy placement is awful and doesn't give you a chance to react to them before they pop up and knock you all the way back down a shaft you've been climbing up.
Enemies are overused WAY too much. There's not enough variety with them.
The 3D art for a 2D game is too simple and takes away from the overall feeling of the game.
There are WAY too many Chozo ruins for SR388 and make no sense in context with the lore of the place.
And they give you cheat moves. Like...a move that lets you see where all hidden blocks are. A move that ups your attack and gives you rapid fire, and a move that gives you an electrical defensive shield. They require energy and are necessary for moving forward in the game. And it's frustrating and doesn't feel like Metroid at all.
Progression makes no sense. You have to kill Metroid because that's what you're there to do. That's fine. I expect that. But...you have to input their DNA into Chozo statues in order to unlock the way farther into the planet. What? WHY?! The Chozo would NEVER design it like that! Especially when the Metroid are there to stop the X-parasite!
The lack of sequence breaking, the new moves, the parry system. These things are not bad, and are kinda fun to use at times. But they're not Metroid and detract from the overall feel of the game.
The game is fun, and I will beat it. But it doesn't have the spirit of Metroid. And since AM2R was released and I played it, I'm going to compare the two. And unfortunately, Samus Returns doesn't hold up to it. It doesn't even hold up to other 2D entries. Again, not a bad game, but I expected more from Metroid.
I will keep playing and see if my opinion on the game changes the farther I get in.
The gane is still a remake of the original gameboy game, some flaws from the source are very likely to show, but certain additions like an actual map, 360 aiming, and other things do help update it for a modern audience,and the attempts help it,
The scanner is a bit of a hand holdy item, yes, but, you gotta remember the original super metroid had alot of BS to it's items, we forget that because it's bern engrained in the minds of everyone who loves that game,it is good, but with the scanner, you dont really HAVE to use it, but it's there to smooth the experience,i wont defend the beam burst ability cause THAT is annoying, mostly because it's forced to be used and it's an ineviteably pointless move,
Yes the 3D art is a bit too simple,but the game's art is good for what it is, especially the backgrounds of the environments,alot of the backgrounds are very amazing,
Now the other complaints you make i do agree with to some degree, but in the end, what makes a metroid game, a metroid game in your opinion?
The game itself isn't respectful to other Metroid games of its ilk in its presentation, and that's in level layout, gameplay design, sound effects, enemy placement, and lore. It starts off well enough, then immediately devolves into doing nothing but running around Chozo ruins and playing a waiting game with enemies that you can't kill, enemies you're waiting to move so you can keep moving, and enemies you're waiting to charge you so you can do your parry attack to keep moving. There's far too much slowdown while simply running around.
The game doesn't understand how to pace itself, and it doesn't understand how to present the planet of SR388, and instead sticks with safe tactics. Chozo are a thing. Metroid are a thing. Samus is a thing. I feel like there's nothing more to this game that those things so far, and it's highly disappointing. I should be seeing less Chozo ruins and more of SR388. I should feel less like I'm running through a facility and more like I'm running through a planet. I should be worried less about the 100th of the same enemy in my way that I have to wait to charge me so I can counter and not get knocked off a ledge and focused more on exploring the environment that's given to me.
I think it's an ok game, but i do agree that it ould be much better
I myself am a big nintendo fan,but i feel there was some issues between the developer and nintendo
The game was originally pitched as a fusion remake actually, so maybe that may have somethingto do with it,
The game's not great,but it isnt bad,it's in the middle
at least it isn't hey pikmin.
And the artstyle looks a tad rough, it's nice that the backgrounds are so detailed but the surface textures don't look very smooth to me. I miss the days of good old 2D animation, 2D animation in general just ages so much better. You look at Super Metroid and the art still looks amazing even to this day and will always be a masterwork, but this? Years from now this is just going to look dated.
I really feel like Nintendo should do what Sega did with Sonic Mania and hire these really talented fans to make games for them because they clearly understand what makes the old Metroid games amazing than they do.
Still at least a better game than Other M, and Federation Force if you even consider that a Metroid game which I don't.
I do agree and feel that this game won't age well. It already looks ugly in a few parts. Most notably when there's a close-up of Samus while she's riding the elevators. I also agree that Nintendo should be looking to hire those who make fan games like Sega did.
Y'know, I always wanted to try Federation Force because even if a game looks like it's going to be bad, I like to try and give it a fair chance. Just...my experience from games my cousin had that I initially hated, and then loved. But yes, Federation Force really doesn't look like any sort of game I would want. It's not really what I was looking for in a new Metroid game.