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File: MetroidFusion.jpg (134 KB, 824x800)
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>Expect epic space adventure
>Get absolute horrible slop

Holy shit this game is fucking bad, I can't even list all the reasons it's bad.
>Extremely linear, computer tells you where to go
>Can't explore because lol linear game computer locked the doors
>Bosses just bad, usually move too fast and controls too clunky and not precise enough
>No refinement or patterns typically, just get a lucky shot, freeze the boss and rape the missile button until it breaks
>Spider boss was horseshit
>Ridley dragon thing boss screeches so badly i had to turn off the sound
>Weird obscure things like kill the underground acid spitting enemies in the tunnel so they can form into gold space pirates then kill them to unlock a door
>Final boss required 3 trillion hits before timer runs out
>Final cut scene is part of the timer
>Die
>Rewarded with the lame and gay story and end scene

WTF Nintendo, this shit wouldn't fly in the NES era. Seriously fuck this piece of shit game. In between the insufferable bosses this giant fetch quest slog was so boring it wouldn't fucking end. I nearly fell asleep. What a shit show.
>>
>le gud gaem... LE BAAAD!!!
again?
>>
>>12250415
I'll admit the graphics were very good and it really showed off what the GBA could do, sort of. It had amazing color which really eased the resolution of the console.
>>
you need to shut the fuck up if you know what's good for you, you little brat
>>
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This was such a heckin wholesome moment. It was like taking a shower in liquid Reddit gold.
>>
>>12250445
it's easily my favorite game in the series in terms of graphics, makes the kind of middling gameplay all the more disappointing
>>
>>12250408
git
gud
faget
>>
>>12250408
>>12250408
It's a good game even if it lacks the backtracking and aimless wandering of most metroidvanias. It does a good job telling you where to go.

>boss hard
>boss move too fast
>i can't read patterns
>I only win by luck
>so many bosses pushed my shit in
Ok that's a skill issue

>more complaining about bosses
>final boss hard too!

damn son, if only you got good instead of coming here to cry and seethe

If you found Fusion hard don't touch Dread [dread mode] it will give you ptsd
>>
>>12250408
>expect good discussion
>get another "GOOD GAME… IS BAD!!!11" thread
>>
If "le good game is good" is so self-evident, then surely OP's arguments would be easy to dismantle and you wouldn't need to spout catchphrases and ad-hominem insults.
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>>12250689
but OPs argument stems on him not being able to beat bosses and play the game properly
>>
'good game is le bad because it filtered me'

ok get good?

'how about you rebut my argument??'

no, just git gud
>>
>>12250408
>Expect epic space adventure
That's on you. All Metroid games are shit.
>>
In this thread: a shitter seething at metroid
>>
This board sucks ass
>>
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It's kinda funny how they specifically removed the hard mode from the Western release and the shitters still complain about it being impossible on normal lmao.
>>
>durr le linear
I'm so tired of this shit criticism. All Metroid games after the first one have a linear progression. The sequence breaking people talk about is obscure shit that you won't even think about before beating the game multiple times, and certainly not the reason the game is good.
>>
Fusion convinced me that NES Metroid to Super Metroid was a fluke and that Nintendo has no idea why people liked these games. Zero Mission was also horrible and just sucks ass as a remake in the first place.

You might enjoy the randomizer though, Anon. It's a big fuck you to the restrictive design of the vanilla game.
>>
>>12250918
Super Metroid is my favorite but I still like Fusion.
>>
>>12250919
Fusion took everything I liked about Super's design and actively vomited all over it. What was good about Fusion is that it shared some of the gameplay of Super, but that is about that.
>>
>>12250761
actually they added hard mode to the jp version a year later.
>>12250918
other than having to go back for 100% for that route, zero mission is one of the best games in the series. although they should've improved the bosses too, except mother brain (which actually got some neat buffs) they're basically as simple as they as they are in the nes game.
>>
>>12250974
No, Zero Mission takes away all the freedom of NES Metroid that makes it unique and worth playing. It's really just more Fusion with a pseudo NES Metroid skin on top. NES Metroid is much more special game given how saturated the genre is.
>>
>>12250987
>muh freedom
total muppett comment, back to mmos and walking sims with you
>>
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>>12250987
there's plenty of sequence breaks you can do thus allowing many paths in the world. i mean sure, not every single path is open because some require items (most don't though if you just ibj or wall jump) but the thing with metroid 1 (and i do think it's an underrated game personally) is that just having freedom by itself doesn't do much in the game. like you can get some items earlier, i like to get varia before high jump personally, but that alone doesn't add much without the upgrades that contextualize the world if that makes any sense.
>>
>>12250993
NES Metroid is a truly open experience where you have the freedom to explore and tackle things in almost any order the whole time, whereas Zero Mission is a completely linear experience that just goes "shoot this unmarked beam block to skip the Long Beam", "break this unmarked missile block to fight Ridley first", "break these unmarked Speed Booster blocks to do this other thing out of order" and whatever else. It never feels open or free; it feels even more constrained than Super Metroid in a lot of ways because every single alternate path is carefully planned out by the developers. That just makes it feel like all you're doing when sequence breaking is switching from one predetermined track to another, rather than feeling like you outsmarted the game and got somewhere you're not supposed to be. In the original, you can get just about anywhere on the whole map with just the Morph Ball, Bombs, and five Missiles, so the amount of restriction and guidance in Zero Mission just flies in the face of everything that makes the original game unique in the series.

And don't even get me started on how Ridley is so clearly designed with fighting him early in mind, to the point where he's barely a threat even if you do fight him first when you're weak. It ruins the whole experience; there's no sense of accomplishment in beating him early because his power level is literally balanced around you doing that from the get-go.
>>
>>12250408
>Spider boss horse shit
Lol I woulda paid money to watch your dumbass struggle against that boss. It's piss easy did you forget morph ball was a thing? Kys tard.
>>
>>12250672
I beat the game, I'm saying the bosses are poorly designed and often times cheap. Aside from the SA-X there was little skill involved in killing the bosses and they weren't your traditional pattern-dodge-hit. Nightmare was a classic example, he just lumbers around the screen and you have minimal ability to dodge because he is just so large. So instead you just missile spam his weak points and button mash so hard to get enough missiles off until he dies. Serris was easy but just lucky hits because he moves so fast, security robot was the same plus button mashing once you freeze him, at least you have to shoot the missiles down. The spider was cheap and it was very easy to get grabbed by him right at the beginning, final boss was run under his belly then run away and repeat like 100X then roll into a morph ball so he rapes you less or attempt to do the sky jump thing to dodge him but the timing on that is so counter intuitive it was annoying to stay right in the corner of the screen. Game sucked and so did the other parts.
>>
>>12251059
I did that. In fact you just can get away just hiding in the corner after you lure him just vaguely near the middle so he shoots the fire thing. But it goes on for so long, 2 hits is enough to drain so much health then you have to missile spam his second form.
>>
>>12251056
I swear you are the exact same person I've seen making this ridiculous argument multiple times going on a year now. I'm gonna try to break this ridiculous gish gallop down so you shut up
>Zero Mission is a completely linear experience
Your contradict this multiple times later
>"shoot this unmarked beam block to skip the Long Beam", "break this unmarked missile block to fight Ridley first", "break these unmarked Speed Booster blocks to do this other thing out of order" and whatever else. It never feels open or free; it feels even more constrained than Super Metroid in a lot of ways because every single alternate path is carefully planned out by the developers
What does this mean? I can't tell. The best I can come up with is you're associating corridors being physically tall like NEStroid with openness, and disregarding freedom of movement because it's not founded on a glitch or exploit. How is the secret routes being deliberate a bad thing in any way? And "fight Ridley first" is an insane oversimplification of that hidden block. That, early Varia (or quick platforming), and grabbing the required power grip open up pretty much the entire map. You can take lower Norfair in any order you want, then either go to Ridley, another zone you can take multiple routes through, or back up and finish Brinstar then Kraid to do Ridley with speed booster. There's no shortage of legitimate and impactful routes you can take in different playthroughs
>It never feels open or free; it feels even more constrained than Super Metroid
Your definition of "constrained" is ridiculous, we'll get to that in a minute
>>
>>12250946
The game felt like a woman simulator. Samus has to listen and do everything the computer (male) tells her to do. That was funny.
>>
>>12251095
>every single alternate path is carefully planned out by the developers
Besides this not bring true I'm pretty sure, so? Why are you complaining about good map design?
>hat just makes it feel like all you're doing when sequence breaking is switching from one predetermined track to another, rather than feeling like you outsmarted the game and got somewhere you're not supposed to be.
How does this rob the feeling? And some things, like early Varia, are actually much more in-depth than NEStroid. Again, are you predicating good game design on physics exploits? I don't see whatever tracks you're talking about
>In the original, you can get just about anywhere on the whole map with just the Morph Ball, Bombs, and five Missiles
This isn't an argument. It's actually a point against you, the entire critical map is opened up by three upgrades because NEStroid is a NES game. It doesn't have the hardware to add as much stuff as ZM. Nearly everything is strictly critical because you can't fit a ZM's worth of content in the confines of NES hardware. All the extra upgrades are fun and have a place. They enhance boss, puzzle, and platforming design, even if they don't directly facilitate sequence breaking, and that's more than enough justification to exist
>>
>>12251097
>the amount of restriction and guidance in Zero Mission just flies in the face of everything that makes the original game unique in the series.
Where is this restriction and guidance? "The statue markers" that you can ignore and don't draw paths to themselves, that I largely ignored during my first playthrough? And what uniqueness? ZM is about as meaningfully open as that first game. Everything you need to grab beyond power grip is something you'll naturally come across while doing vital objectives and doesn't interrupt the flow of whatever order you're going in beyond that one required path
>And don't even get me started on how Ridley is so clearly designed with fighting him early in mind, to the point where he's barely a threat even if you do fight him first when you're weak. It ruins the whole experience; there's no sense of accomplishment in beating him early because his power level is literally balanced around you doing that from the get-go.
SotN contrarian argument. "Game bad because poorly balanced boss" but even then it's not as bad as SotN. And, so? How does a route being intended make it less fun? Not to mention hard mode exists and completpet remedies this fight
You're a contrarian and nothing else
>>
>>12251101
>typos
I hate hand injuries and proofreading long posts
>>
>>12251101
The entire game is the fucking computer telling you what to do and where to go then blocking shit off so you can't freely explore. Where was my gritty, mysterious space adventure on dangerous alien planets? With exploration like Zelda, it was just pure linear go here go there that felt like there would/should be some exploration but you got disappointed each time.It didn't help that the story was so fucking gay and you were FORCED to sit through it.

>Muh Adam
>Muh m'lady
>Muh read inane wall of text from Samus
>Muh computer I love
>Muh heckin cute animals
>>
>>12251109
Wrong game lol
But I do also like Fusion, if less than the others
>>
The only boss I dislike is b.o.x second form. It's hard to avoid taking damage from him, not soo much the missiles but keeping away from him as he jumps around. Keeping a distance and hitting from a diagonal angle is kinda hard. That's the only boss I find to be poorly designed.
>>
>>12251115
I hit your mom's b.o.x kinda hard last night
>>
>>12251097
>This isn't an argument. It's actually a point against you, the entire critical map is opened up by three upgrades because NEStroid is a NES game.
The Morph Ball, five Missiles and Bombs allow you to get into about 95% of all the rooms in the game outside of Tourian. I love how open the game is; it's what makes it stand out, and Zero Mission shits all over that. You can go hither and thither as you please, exploring in and out of any area and backtracking whenever and wherever you want, while in Zero Mission, you just unlock discrete paths that you go down and become completely committed to at that moment.

>Besides this not bring true I'm pretty sure, so? Why are you complaining about good map design?
The intentional sequence breaks in Zero Mission feel completely forced in comparison to Super Metroid's. Like, seriously? You're just gonna hide sequence breaks behind arbitrary breakable blocks? Most sequence breaks in Super were planned; the difference is that they don't feel planned. In Super, the first time you sequence break, you really get the feeling that you shouldn't be there. In Zero Mission, the sequence breaks feel more like finding a hidden room through luck or tedium; they don't even feel like a discovery you made or an idea you had.

>It doesn't have the hardware to add as much stuff as ZM.
"We have the hardware to add more stuff; let's remake the first game and make it nearly as linear as Fusion despite being the most open and least linear game in the entire series to fit with Sakamoto's retarded vision."

>>12251101
>ZM is about as meaningfully open as that first game.
Maybe in Planet Retard. Metroid 1 is an openly explorable world, Zero Mission is a train track where you can switch off to different branches of side track that then force you to do a specific set of things in a specific order from that moment until the side track takes you back to the main track. The original Metroid is about patience, survival and picking your battles.
>>
>>12251115
>Keeping a distance and hitting from a diagonal angle is kinda hard.
So was I when I tore up your mom last night
>>
>>12250408
>NOOOO YOU CANT HAVE A GAME BE LINEAR AND HAVE A STORY!!! AHHHH
>I MUST... BREAK... THE SEQUENCE!!!! SAVE ME!!!
>>
>>12251125
At the end you get the screw attack, but it wasn't clear how to get to some of the rooms with the screw blocks at the very end. You didn't get much of an opportunity to explore, the game just rushed you through the final objectives. You probably had to take one of those hidden sideways paths between the areas but at that point I just didn't care to pursue it anymore and just finished the game.
>>
>>12251116
>>12251153
Rude, just flat out rude.
>>
>>12251125
I accept repeating the same unsubstantiated points with no alteration as a concession
>>
>>12251220
Don't care about your projecting, Anon. And yes, SotN is an underdesigned piece of garbage.
>>
>>12251242
Contrarian
>>
>>12250681
But maybe not everyone agrees, do you just want to hear the same opinions over and over again?
>>
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The thought just occurred to me that this de Maistre quote describing the spiritual decline of Western civilization could just as easily apply to the critical approach to video games. When legendary titles become unremarkable, their existence taken for granted, they lose their mystique and become mundane. The more you scrutinize something, the more you will hate it. I'm not saying you can't have preferences, but I think we all need to learn to just sit back and absorb the experience more without thinking too hard about it.
>>
>>12251478
How pretentious.
>>
>>12251478
But what if you don't like Metroid Fusion
>>
>>12250689
OP sockpuppet can't refute the counterpoints
>>
>>12250695
I beat the game and the bosses.
>>
>>12251593
I'm not saying you need to like every game ever, but I do think it's sad to see how classics are being dethroned and dragged through the mud.
>>
>>12251636
Fusion is no classic though, it's actual classics like NES Metroid that are getting dragged through the mud.
>>
>>12251706
Yeah how is Fusion a classic again?
>>
>>12250681
What do you expect with the internet now filled with Hindi bots?
>>
>>12251603
Take for instance the final boss, it's:
>Run under his belly back and forth as fast as you can before the timer runs out
Why is this a good boss again?
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>>12250408
you
>>
>>12250408
Yeah thats why zero mission is better.
>>
>>12250408
Play the Japanese version and do a 0% run.
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Also, play Metroid Fusion Special Edition and Super Metroid X-Fusion.
>>
>>12250415
This game had strong critics from day one.
>>
>>12251109
Nigga, if you think the dialogue of Fusion is bad (Lolcalization aside), wait until you read the dialogue of X-Fusion
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>>12250987
What the fuck are you talking about? I was just playing and literally skipped half of the upgrades just to go straight to Ridley.
>>
>>12250408
>>Extremely linear, computer tells you where to go
extremely linear is contra. a single right left corridor. don't misuse adjectives. past the tutorial area you must puzzle out a path to an objective with incomplete map information. if you find those limitations are a failure to live up to metroid then fair enough but for what it is it isn't *extremely* linear.
most of your other points aren't worth responding to.
>>
>>12251715
it's a top 10 game on a major system.
>>
>>12254649
Read the other posts pajeet.

>>12254724
Yeah no.
>>
>>12250415
Nah this game sucks
>>
>>12254934
Are you saying Zero Mission is linear because the path to lower Norfair was deliberately put in? It's also functionally identical to the sole way to get into that part of the map in NES Metroid, being a vertical shaft behind a breakable wall
>>
>>12256194
>wall
Fuck now you're gonna be a pedant and go "ERM IT'S A FLOOR TILE CHUD"
Pretend I didn't mistype and said block
>ERM I WASN'T GONNA SAY THAT
Yes you were. I'm good at reading stupid people
>>
>>12250415
He's talking about Metroid fusion
>>
Fusion is still a fun game, but it's very frustrating if you enjoy the more hands off approach from Super, Zero, AM2R, Prime 1 & Prime 2. Hell honestly Dread is basically Fusion 2.0 but largely done much better in most aspects.

There's ONE thing that critics of Fusion never mention but it drives me up the fucking wall. It's the SA-X and the map. Throughout the game, the SA-X is of course fucking up the BSL and it's pretty cool. An enemy influencing the map a bit is actually awesome, until you are doing your usual metroid exploring, backtracking maybe to pick up more items or something and you notice how areas you once could travel through now no longer work and you have to a go a roundabout way to progress. This would be fine if the map updated accordingly, but it never does. So many parts the map fucks up your routing because it says you can progress but actually can't because the SA-X destroyed it. Booooy does this get fucking annoying real quick, it only happens in a few areas but I think it's unironically the worst part about the game, I'll take a million navigation rooms over the map straight up lying to me throughout the entire game.
>>
>>12256215
>An enemy influencing the map a bit is actually awesome, until you are doing your usual metroid exploring, backtracking maybe to pick up more items or something and you notice how areas you once could travel through now no longer work and you have to a go a roundabout way to progress
A lot of this is done to keep you on a linear path and limit the exploration/backtracking. Sometimes it was just OK, whatever, this shit's broken. Pull up map, what's the long way, OK yeah I remember bombing that, I can go through here... It was just a mild annoyance to me.
>>
Metroid (NES) aged like milk, while Super Metroid is the GOAT and has aged like fine wine. Zero Mission and Fusion are solid entries that have stood the test of time with grace. Most of the contrarian takes out there are just for attention; force interactions and (you)s, but deep down everyone knows it’s nonsense.
>>
>>12256430
>Metroid (NES) aged like milk
I wouldn't go that far. It's rewarding to figure out unassisted and fun to burn part of an afternoon running through once you know it. Its issues are almost entirely relegated to the universal ones that come with being a NES game
>>
>>12256435
>I wouldn't go that far.
No map, no save, just a password system: it aged like milk.
>>
>>12256443
Yeah that's just NES games, and the lack of a map is a part of le experience
>>
>>12256453
>Yeah that's just NES games
Zelda has a map and saves.
>>
>>12256453
I would say in that game it adds to the immersion because it forces you to really think about where you are, or else you get lost. Kind of adds to the danger and the whole being stranded or stuck on an alien planet thing.
>>
>>12256430
It should be legal to kill every broccoli-haired retard on sight.
>>
>>12256453
>lack of a map is a part of le experience
If a map is detrimental to the experience, why is Super Metroid considered the best in the series when it was the first to include one? Metroid (NES) and Metroid II (GB) didn’t have a map and le experience in both is far worse than in Super, Fusion, and Zero Mission without a doubt, unless you’re a contrarian farming (you)s, of course.
>>
>>12256475
>It should be legal to kill every broccoli-haired retard on sight.
Imagine being 40 years old (having been around during Metroid) and insulting younger people just because you’re upset. Imagine being over 40 and still acting this immature when a person is talking about old games with you.
It seems unlikely, but I’m afraid you’re projecting; you’re a zoomer just shitposting and farming interactions, much like the contrarians.
I have to admit that I agree with you: you should kill yourself the moment you see your reflection in the mirror, you broccoli-haired retard.



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