Metroid Series Catch-All

I'm still pretty early in the game, but I got stuck for a LONG while after finding the thing that unlocks the three-keyhole doors. I went searching through all of the earlier areas (at least, as much as I could get to), popping open those doors, but I found nothing of particular value. I finally found the correct place to go, and now I have SO many new places I can explore.

Spoiler:

Look, I get it. Metroid games usually involve a lot of shooting at walls to open passages, but shooting is LOUD inside the EMMI zone, and the game up until that point has been discouraging us from doing loud things. Thankfully respawning after an EMMI death is quick and reasonably painless. And on the plus side, I practiced my EMMI-parrying - I managed to parry and escape death 4 times in a row; then on the 5th time the jerk flashed a split-second sooner than normal.

I'm just in the second area, so I'm way behind many of you. I look forward to reading spoilers later.

Man this game is stressful.

I've unlocked quite a bit since I last posted, the

Spoiler:

spin boost is the latest one, allowing you an extra jump when you time the 'B' button right. Ironically that's the area I'm stuck on, you use it to get out of the room you acquired the ability in but you soon get to a room that's under water & a platform that's out of reach with the extra jump not being effective when your submerged. I'll look up the solution now as I've shot every block on every room with the plasma beam, super missiles & laying bombs in morph ball mode.

One mini boss that took me far too many attempts & was a pain in the ass was the two encounters with the

Spoiler:

Robot Chozo. I was getting caught again & again with the orange charged attack when I tried to flash shift over it's head. I know you've to do it early & get good height but man it really took me a while to nail down the timing. In the second area you fight the other Robot Chozo there's a low ceiling bit in the bottom right area, I got caught by its attacks a stupid amount when trying to flash shift overhead & hitting the low hanging part of the ceiling. I'd either fall into the orange attack or just fall into it period. One thing that really got me was getting so used to dodging it's powered up orange attack, that my natural reaction seen me do the same thing for it's normal attack that you can parry. The window is so short & they are telegraphed the exact same way that your almost gambling by getting ready for a parry instead of the flash shift overhead

I'm still really enjoying the game overall but I do feel the world design isn't as bold as other games in the genre. You do get very funneled into areas to the point it feels fairly linear a lot of times. I suppose this is good for forward momentum & progress but at the expense of freedom. The upgraded abilities do seem very familiar, even a little predictable just by the obvious cues in the environments. There's not been much that has been really surprising.

One thing I really dislike is the different block icons that essentially tell you in a very cheap way that you need 'x' ability or weapon to break them. I think it would have personally been better if the blocks were varied bits of environmental furniture or elements rather than pink, orange, white blocks with a little icons on them. It could be something like here's a thick gel, use the

Spoiler:

plasma gun

to get past it or here's hard glass paneling use your

Spoiler:

speed boost to run through it

I dunno, maybe I'm being a bit too picky.

Last complaint is getting used to the trigger & button combos is still catching me out what must be around 10 hours in. Switching between missiles, your grapple, going into morph ball form, it's mental gymnastics on the pro controller. I honestly don't know how anyone is playing this with those awful joycons.

All that said the boss battles have been very good, the ever growing suite of abilities Samus acquires is fleshing the game out & are still fun to use. The parry feels good, movement is fluid, I've had at least a couple of more interesting scenarios with EMMI's that have put to use my

Spoiler:

invisibility cloak in good ways

The story is nice & straightforward but interesting. It's also a very good looking game.

It's been great to play in handheld mode with my Pro Controller & Fixture S1. I'd probably get the OLED Switch if Fixture Gaming had a new holder/clip that fitted the bigger screen.

Spikeout wrote:

I've unlocked quite a bit since I last posted, the

Spoiler:

spin boost is the latest one, allowing you an extra jump when you time the 'B' button right. Ironically that's the area I'm stuck on, you use it to get out of the room you acquired the ability in but you soon get to a room that's under water & a platform that's out of reach with the extra jump not being effective when your submerged. I'll look up the solution now as I've shot every block on every room with the plasma beam, super missiles & laying bombs in morph ball mode.

Read the description of that ability again buddy.

Spoiler:

You can maintain your height in water.

So...

Spoiler:

Jump from the platform really far away, and then spin jump again to maintain height. Basically it gives you a long low jump and there's a couple spots to use it before you eventually get gravity suit.

Antichulius wrote:

At the end boss, but sadly can’t beat him before bed, which means I’m going to have to die a bunch tomorrow to get back into the rhythm of all I learned in my first 20 deaths or so today. Ah well, tomorrow’s the day.

That's how I ended my run tonight too. Only 5 attempts. Felt like I was figuring it out. Got a really nice counter in one time. But not sure how much health that boss has. Seems like a lot.

Man that was some story right before the boss. I'm a little confused though hoping my theory is right...

Stele wrote:

And then the opposite with the final part of that encounter. I know the pattern but I couldn't find a good spot with enough distance, over and over. But when I did find it...

Spoiler:

using the spider panel to ride across the ceiling

I was happy but also felt really stupid for not noticing that before. The finish was very easy once I knew where to go. A bit opposite of phase 1.

I had the exact same experience. Was running around in circles, and dying, quite a bit before figuring it out.

I've dived in over the past couple of days and am now in Cataris. Very acutely feeling like the next power-up must be one of these two:

Spoiler:

It has to be the morph ball, or maybe the Varia Suit, because there are so many little tunnels and so many rooms locked off due to heat.

The game is absolutely gorgeous, and I love how much is going on in the background.

I won’t spoil it but suffice to say the game will always keep you guessing as to the order of the upgrades

Stele wrote:
Antichulius wrote:

At the end boss, but sadly can’t beat him before bed, which means I’m going to have to die a bunch tomorrow to get back into the rhythm of all I learned in my first 20 deaths or so today. Ah well, tomorrow’s the day.

That's how I ended my run tonight too. Only 5 attempts. Felt like I was figuring it out. Got a really nice counter in one time. But not sure how much health that boss has. Seems like a lot.

Man that was some story right before the boss. I'm a little confused though hoping my theory is right...

Well sh*t. There's a second phase?

I thought I finally won. Yikes.

I may need to go back for more energy tanks. I'm sitting at 6:49 and 48% on my final save spot right now but it doesn't seem to be enough.

I made this video of two speed block upgrades clips from last night:

Am I missing an upgrade for an easier way to do these? Or are they just meant to be very challenging? That 2nd one took me many attempts.

Stele wrote:

Here's my tweet with video of the slow loading I'm talking about. Lots of black screen for room transition.

You can also reference that video for comparison on this issue. I was playing docked with no load screens between rooms.

Stele wrote:
Spikeout wrote:

I've unlocked quite a bit since I last posted, the

Spoiler:

spin boost is the latest one, allowing you an extra jump when you time the 'B' button right. Ironically that's the area I'm stuck on, you use it to get out of the room you acquired the ability in but you soon get to a room that's under water & a platform that's out of reach with the extra jump not being effective when your submerged. I'll look up the solution now as I've shot every block on every room with the plasma beam, super missiles & laying bombs in morph ball mode.

Read the description of that ability again buddy.

Spoiler:

You can maintain your height in water.

So...

Spoiler:

Jump from the platform really far away, and then spin jump again to maintain height. Basically it gives you a long low jump and there's a couple spots to use it before you eventually get gravity suit.

Ah cheers Stele, I'll have to give this another go later then. I didn't think I could get upto the high part on the side I'm on to maintain the jump the whole way across.

Very nice work there Dyni btw. Didn't realise you could keep the speed up for so long + with jumps.

Victory is mine!

And on final boss...

Spoiler:

sh*t there's a 3rd phase! But it's mostly like the first one. Just a couple extra variant attacks added. Power bombing the yellow sun ball seemed to work.

First time I made the 3rd phase I won, whew.

And then technically a 4th phase, but you just boom Omega cannon haha. More of an interactive cutscene than a fight.

Final time 7:14. It didn't show item % on final screen but it was still 48.

Dyni wrote:

I made this video of two speed block upgrades clips from last night:

Am I missing an upgrade for an easier way to do these? Or are they just meant to be very challenging? That 2nd one took me many attempts.

I think on that 2nd one I came from the other side? Or I shot the block out and then did a shinespark in the middle to an incline and reset it, then jumped up on the right side. Don't remember the first one, I might not have went back for it.

Yeah, no upgrade missing. Some of them are really just challenging. While there are a few different ways to approach most of the shinespark/speed block challenges, they tend to be pretty brutal (there is one that requires timing morph ball and the cross bomb that drove me to frustration).

Have managed to 100% items and finish the game, and quite enjoyed my time with it. Think I'll give it a break before trying for some of the speed challenges. Not entirely sure I want to try hard? Though most of my difficulty came from trying to cross some of the EMMI zones, moreso than the bosses (which I found rather engaging for the most part).

I tried one of those shinespark tricks for a different item, and yeah, it turns out the shine spark lasts a surprisingly long time. However, trying to experiment with it more elsewhere, it has led me to theorize an upcoming upgrade.

Spoiler:

There's a couple areas where it seems a spider-ball is intended.

Not assuming it is in there either way. Regardless, replayed a bunch of progress on my second save file, and it's really interesting how much certain bosses become trivialized once you know what you're doing. Not all, mind, as there are some that are still a major skill test even when you know the trick, but others are still a bit frustrating.

I've also come to notice just how much the world is designed to flow from one major upgrade to the next. It's actually really carefully put together, trying to steer you in the general direction of your next objective without grabbing your head, turning it, and pointing directly where you ought to go. The problem is that it's also too easy to get side-tracked along the way, or to stop and think "Oh, while I'm here, why don't I clean some of this stuff up?" And since often the game wants to bounce you across three zones to hit your next objective, this is a recipe for getting lost for a bit.

Nonetheless, I wasn't expecting to be having so much fun with the game despite running two save files side-by-side. You'd think I'd tire of playing the same stuff I just did a day or two ago, but nope. It really captures that desire to master parts of it, or so it does for me. Oddly enough, this includes the EMMI, and both making use of and taking risks with the camo ability more.

100% is impressive. I am pretty sure of what you're talking about speed boost blocks that are above some crumble blocks in a ball tunnel...

Spoiler:

gather speed, then cross bomb the blocks and cross bomb over the crumble, then shinespark jump.

I tried it before I had one upgrade and couldn't do it but never ended up back in that area before finishing the game.

Since I finished under 8 hours I might as well do 100% as a continue on that file and then new game for either speed or hard mode.

Edit: or maybe try 100% on hard, might need it there. But tough to get under 4 hours that way. Hmm...

Stele wrote:

Made it to Dairon.

Finally escaped an EMMI one time! Was stupid because it was right by the exit from that zone but I missed the jump. Should have cleared it and got out the door but got caught. Got lucky and took a few steps right and was safe hah. Didn't even get to use slide.

And there was a big thing made about Fusion where you got the missiles before morph ball. But dang I'm a couple hours in with no morph ball still. Slide is neat but it feels weird to go this long without that first signature power.

I made it to Darion today too. And got the

Spoiler:

Spazer .. um, I mean 3-way shot.

Should I stay in Darion or go back to Cataris? I tried going back but I can’t find a lot to do; I’m not sure where the path is.

LastSurprise wrote:

I made it to Darion today too. And got the

Spoiler:

Spazer .. um, I mean 3-way shot.

Should I stay in Darion or go back to Cataris? I tried going back but I can’t find a lot to do; I’m not sure where the path is.

Head on back. There should be a door in an EMMI zone that you can now take care of. I learned today that you can highlight all of a certain type of element from the map, so you should be able to highlight all the applicable doors and hopefully see it.

Yeah and you can do that map highlight, then hit X for whole planet map, then select another zone with that part still highlighted. Very helpful to find where to use your newfound power.

That's very useful, thank you both! I did a quick scan and I don't really see that door, but I'll keep looking for it. Maybe I just didn't explore deeply enough for it to show up on the map.

"An unknown resource has been acquired. You cannot use it yet."

merphle wrote:

"An unknown resource has been acquired. You cannot use it yet." :shock:

Yeah where I'm at I have found four possible of those to get before you acquire the actual upgrade.

Spoiler:

I'm assuming you found a power bomb.

Blind_Evil wrote:

I won’t spoil it but suffice to say the game will always keep you guessing as to the order of the upgrades :lol:

This spoils one of them but it's funny. It captures my reaction and probably many other players'.

Spoiler:

IMAGE(https://i.imgur.com/7KTlKw5.jpeg)

In other news, I rolled credits just now. There were some tough bosses. Now I'm not sure if I want to go back and collect items, or start a new game in Hard Mode. Or play something else until I decide.

Yeah I saw that spoiler comic a day or two ago, been wanting to share it, especially when someone asked about morph ball today.

My copy arrived today! I've only put in about an hour, but I'm loving it so far. It's so good to play a new genuine 2D Metroid game. I mean, it's obviously quite different, but still feels like Metroid, if that makes sense. There's been a couple of things that have kind of irked me, I'll wait and see if they're persistent, but it aligns with what Tom Happ (the Axiom Verge guy) has had to say.

With this, Psychonauts 2 and New Pokemon Snap it's been a really good year for me with long awaited sequels.

halfwaywrong wrote:

There's been a couple of things that have kind of irked me, I'll wait and see if they're persistent, but it aligns with what Tom Happ (the Axiom Verge guy) has had to say.

Memorizing boss patterns does feel different from Super/Fusion/Zero Mission, but I recall feeling the same way when I played Samus Returns, so I was pretty much expecting it here.

I see his point with the EMMIs. I don't know if I had that much success sneaking past any of them. If I had trouble with one zone, I would just probe-by-dying until I could speedrun it before the EMMI knows what's up.

trueheart78 wrote:
LastSurprise wrote:

I made it to Darion today too. And got the

Spoiler:

Spazer .. um, I mean 3-way shot.

Should I stay in Darion or go back to Cataris? I tried going back but I can’t find a lot to do; I’m not sure where the path is.

Head on back. There should be a door in an EMMI zone that you can now take care of. I learned today that you can highlight all of a certain type of element from the map, so you should be able to highlight all the applicable doors and hopefully see it.

I'm a bit embarassed. I actually did take care of that door, and--while in the next room and running from the EMMI--initially thought that it was a dead-end until I got the morph ball, and I had to look elsewhere. NOPE!

Spoiler:

Just the old "didn't notice a destructible block" maneuver.

So now I've taken care of the second EMMI, and gotten

Spoiler:

the Morph ball and the Varia suit!

I have a bit of a hot take here. This is a great game, and a great Metroid game, but I'm not sure that it's a Metroidvania game. Like if this game didn't have Metroid in the title, and didn't feature Samus, I probably wouldn't use that term to describe it. Maybe I'll feel differently with more powers, and as the game opens up. But especially with the way pathways get altered and closed behind me, the ability to explore and backtrack feel very limited, and I think that's as essential to the Metroidvania formula as having new powerups open new paths.

It seems linear but based on a couple sequence breaks I've seen already, it's not. The most well known is getting a certain item before the 2nd non EMMI boss. And that's normally like 2 items beyond that.

And I've seen another one later in the game where you can get 1 or 2 items ahead also.

That's just in the first 5 days. I'm sure there are more.

LastSurprise wrote:

I have a bit of a hot take here. This is a great game, and a great Metroid game, but I'm not sure that it's a Metroidvania game. Like if this game didn't have Metroid in the title, and didn't feature Samus, I probably wouldn't use that term to describe it. Maybe I'll feel differently with more powers, and as the game opens up. But especially with the way pathways get altered and closed behind me, the ability to explore and backtrack feel very limited, and I think that's as essential to the Metroidvania formula as having new powerups open new paths.

I don't know if it's a hot take, but I feel like it's a limited take. Typically you, the player, are the one changing the world and thus opening new pathways, and while that still happens in Dread, the world is also not static. Nonetheless, I also think those changes are pretty temporary and effectively create new locks, but those locks will also get broken until the world is finally opened up for the player to explore at their leisure.

While I don't think Nintendo set out to try and experiment with the Metroidvania genre as a whole as opposed to just Metroid itself, it is, I think, still within the realms of the genre.

Granted, it's not like Nintendo ever defined the genre, and Symphony of the Night, the first game to really give it that "vania" if I recall, flipped the whole world on you anyway.

For me it's that there is less natural exploration and it leans towards guided exploration. I'm near the end and I know it has opened up more but most of the game was pretty point A > B for me. There have been very few moments where I felt like I needed to discover something on my own. That being said I still love it for what it is and it has quickly become my favorite Switch game. I don't need all these games to do the same formula.

I could do away with quick time events though. Not that any have been too challenging, I just kind of hate them on principle and always forget to do them the first time.