Metroid 2: Samus Returns(3DS)
PostPosted:Sun Sep 24, 2017 3:02 pm
Maybe it's because I played AM2R, and I'd been waiting for it for 10 years...and it was a fantastically crafted game lol, but this game is disappointing.
First it's on the 3DS and instead of sprites they went with 3D models for everything, which isn't the 3DS's strong suit, so immediately the game just looks awful and I can never shake the feeling of how awful it actually looks. They decided to innovate the combat a bit by giving Samus a counter move that stuns enemies when they attack you with a telling flash attack, the problem with this is that they gave a telling flash attack to every single enemy in the fucking game, so you're constantly having to deal with it and it gets old fast. I don't know who designed the game's map but it has some really annoying design decisions that can end with you having to chose between going Left or Right, Up or Down, and if you choose poorly you'll end up spending 5 minutes backtracking for the other path because you might have missed something and the game feels this is a nice way of punishing you for taking a bad path. In most Metroid games when they send you down a path with no way to get back they usually provide you with a power up or something you need to proceed or to backtrack with, this is missing here and it shows, and it's fucking annoying. The game tries to make up for this by giving you an AE Pulse that shows the map and breakable rocks and such, but that has more to do with the fact that unlike other Metroid games in 2D where the breakable walls and/or environments can become obvious everything looks the fucking same in this game so you pretty much need to fire off a pulse every 2-3 screens to make sure you don't miss anything.
I fucking love the 2D Metroid games, so when I say this game is probably 3rd to last on my 2D Metroid you know I'm speaking truth. Nintendo can do better then this. I'm surprised at the reviews it was getting and fan reception. Maybe they just want to show love so it doesn't take Nintendo another 7 years to make another proper Metroid game?
First it's on the 3DS and instead of sprites they went with 3D models for everything, which isn't the 3DS's strong suit, so immediately the game just looks awful and I can never shake the feeling of how awful it actually looks. They decided to innovate the combat a bit by giving Samus a counter move that stuns enemies when they attack you with a telling flash attack, the problem with this is that they gave a telling flash attack to every single enemy in the fucking game, so you're constantly having to deal with it and it gets old fast. I don't know who designed the game's map but it has some really annoying design decisions that can end with you having to chose between going Left or Right, Up or Down, and if you choose poorly you'll end up spending 5 minutes backtracking for the other path because you might have missed something and the game feels this is a nice way of punishing you for taking a bad path. In most Metroid games when they send you down a path with no way to get back they usually provide you with a power up or something you need to proceed or to backtrack with, this is missing here and it shows, and it's fucking annoying. The game tries to make up for this by giving you an AE Pulse that shows the map and breakable rocks and such, but that has more to do with the fact that unlike other Metroid games in 2D where the breakable walls and/or environments can become obvious everything looks the fucking same in this game so you pretty much need to fire off a pulse every 2-3 screens to make sure you don't miss anything.
I fucking love the 2D Metroid games, so when I say this game is probably 3rd to last on my 2D Metroid you know I'm speaking truth. Nintendo can do better then this. I'm surprised at the reviews it was getting and fan reception. Maybe they just want to show love so it doesn't take Nintendo another 7 years to make another proper Metroid game?