Tag Archives: Metroid Fusion

2012 Game Review Haiku, #26 – Metroid Fusion

More planet peril
Bosses that mean big trouble
A woman betrayed

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

It’s the end of SR388, and Samus Aran blew it

Two things happened last night, and both were pretty spectacular: first, Tara and I finally began watching Downton Abbey, and second, I completed Metroid Fusion. Now while I’m sure you’re all dying to know a latecomer’s thoughts on the first episode of season one (awesome!) and who my favorite character is so far (Lame Bates!), I’ll save that topic for another time, perhaps another place. After all, this is Grinding Down, a gamer’s guide to nothing, and so we should talk about the final bosses in a videogame more than the bosses in a fancy, named estate at the risk of being lost.

After the credits for Metroid Fusion rolled and my breathing returned to a normal, healthy pace, some stats were presented. My logged time said just under five hours total, and I collected 45% of available items. I know for a fact most of the missed items were energy tanks, which probably could’ve made life in outer space a wee bit easier given just how much damage Samus takes from a single hit. Oh well. The Internet says that you can beat the game with 1% items found, but I dunno about that. I guess all you need is missiles in the end. But that recorded time of 4 hours and 55 minutes is not an accurate telling of just how much I played this game. Since time played is lost after you died, there’s no true way to know, but I’d wager it took me more around eight or nine hours to get through. Most of the bosses towards the endgame required multiple–and I do mean multiple–attempts just to learn their pattens and an attack plan.

So, let me be frank: I did not enjoy this game. It is extremely difficult and eventually became, in my eyes, masochistic. I was not reminded of my sweet, savory time with Super Metroid. Somehow, I kept coming back to despite the beatings it would deliver to my hands and eyes. On the surface, it didn’t appear any more difficult than Super Metroid was, but Metroid Fusion is more like the original game than anything else, with health quickly deteriorating and not as much chances to refill it as on other adventures. It’s extremely linear, so there was no fear of getting lost, with a non-playable cybernetic entity dishing out objectives one after the other. That part was weird, but fine, as it kept Samus (me, really) on a path. Unfortunately, that path is littered with boss fights that empty your heath extremely fast and require really quick response time, a thing not entirely possible on a Nintendo 3DS. I think a GameBoy Advance might’ve been easier for the controls, as the shoulder buttons on the 3DS eventually cause pain if you hold them down too long, and for launching missiles, you have to hold them down. So there was that.

I’ve kind of already forgotten what the story was. I mean, yeah, there’s this planet SR388, and on it, Samus discovers a parasitic organism called X that is wreaking havoc. Large portions of Samus’ suit were removed, and so she must recover them and investigate what the X is up to. Eventually you learn that the X has created a clone of Samus called SA-X, and it is hunting her. After a while, deception and betrayal happen, and there’s some reflecting on a man named Adam who appears in another Metroid game I’ve not yet played, weakening its impact immensely. And then the final level has you running against the clock to escape the planet before it explodes, just like in Super Metroid. Just like in Aliens.

And that’s where I was roadblocked the most: the very end. You have four boss fights in a row, with no opportunity to save once. It is pure evil. Designers, don’t do this. First, you fight the SA-X, which goes through three forms, the first of which is so fast and deadly that you could be without any health for the final two forms, making them even harder. The second form is easy to defeat thanks to a glitch I discovered; if you hop up to the top left platform, charge your beam, and shoot downwards, it’ll hit the SA-X, and the beast can’t reach you. After that fight, you start the 3:00 minute countdown and have to make your way back to your spaceship. Naturally, when you get there, the ship is gone, replaced by another boss fight. It swipes at you and a mini-scene involving the SA-X plays out–all while the countdown keeps going. By the time you get control back you have just over a minute or so to defeat it, and it’s not a quick kill. In fact, one attempt saw me kill the final boss with 8 seconds to go, only to realize in horror that the ship took somewhere around 10 to 12 seconds to pop back up and save Samus. That game over screen nearly broke me.

With Metroid Fusion now defeated and done, I feel better about moving on to some of the other 3DS Ambassador titles I got for free for being an early overpriced Nintendo handheld supporter. Like Yoshi’s Island or Fire Emblem. Not both simultaneously, mind you. I’m trying to complete one at a time, otherwise all that happens is I play a little here, a little there, and drop both of in the Abandoned Bin and forget about them for way too long. We’ll see where I go from here; I mean, it can only be up.

Sir Leopold has waited way too many years for a whomping

Right now, I’m only concentrating on a handful of videogames while I wait for the remainder of 2012 to fill in. Namely, these babies: Shin Megami Tensei: Devil Survivor Overclocked, The Sword of Hope II, Metroid Fusion, and Borderlands. And, strangely, we can add…Dragon Quest VIII: Journey of the Cursed King to the list. Yeah, that one Level-5 RPG from way back in the day, circa 2005. Let me explain.

Well, as readers of Grinding Down already know from yesterday’s post, I’ve been immersing myself in another PlayStation 2 RPG via the Persona 4 Endurance Run over at Giant Bomb. This has been a constant reminder of the numerous great RPG/JRPGs that live on that system, many of which I still need to play some more or even ultimately finish. I won’t name them all just now–lucky you–but DQVIII, a game that I ate up like endless bowls of shrimp-flavored Ramen during my first few months in a new, Internet-less apartment in Clifton, NJ, suddenly called back to me. Like a sailor to a siren, and I went wide-eyed and mumbling, not sure what was to unfold.

Loading up my last save from six or seven years ago was downright disorienting. I mean, yeah, there was some immediate familiarity thanks to the 150+ hours I’ve dumped into Dragon Quest IX, opening back up in a church to that unchanging churchy tunes, with Akira Toriyama’s art style bright and clear and a colorful world as far as the silent hero’s eyes could see. My quiet guy’s name is Taurust_ with a bonus blank space at the end because I remember not knowing then what the confirm button was and accidentally adding an empty space at the end. Oh wells. It’s not like I played the game for that lo…oh wait, my save slot says 82 hours. Dang it.

And throwing caution to the wind, I immediately went to the spot where I guess I last stopped at, and that place involved a boss battle fight with an evil winged dog named Sir Leopold. Hmm…yeah. If there’s one thing I struggle with remembering about Dragon Quest VIII, it’s the story stuff. I mean, I know that I’m a mute, and that the king is Yoda, and the horse is his daughter, and that fat dude has a funny accent, but that’s really it. It might be beneficial to read a wiki or even the back of the box at some point, but whatever–fight turn-based style first, ask questions second. Except no, that didn’t work out. Sir Leopold wiped the floor with my team of four, and we woke anew back at a church with half our money gone.

So I’ve been wandering a bit and re-learning the ins and outs of the world, as well as the menus and other systems at play (casino, monster team, mini medals, item creation, and so on). I completely forgot I could summon a sabertooth tiger to ride. I’ve grinded a little bit, raising all four team members up a single level, so that’s good, but probably not good enough to take on Sir Leopold again just yet. I think I need better armor and weapons first, but to get those…I need gold, and I need a lot of it. Trying to see if I can earn a decent amount with casino BINGO, but that probably is a super slow process.

But I’m okay with dipping back into Dragon Quest VIII, even if it’s only to grind a bit and ultimately get nowhere. That Sir Leopold boss fight seems nearly impossible from where I stand, and it’s not even the final fight of the game. Not sure. I’d love to see how it all ends, considering I definitely wanted to see how it ended back in 2005, but somehow got distracted with shiny things like Final Fantasy XII and Rogue Galaxy. The music is, no surprise, gorgeous, and the battle system remains simple yet addicting. Unlike IX, you do not get to see what skill you’ll get when leveling up and assigning points, which is frustrating, but definitely keeps you guessing and crossing your fingers for something stellar. Between these two games, I’ve collectively used up over 250 hours of my life. Blimey, gov!

Samus Aran is not the boss of the bosses in Metroid Fusion

I know I previously made the bold claim that Metroid Fusion wasn’t really worthy enough for further musing over, but here I am, eating my typed-up words, writing more about Samus and her attempt to stop the X infection on SR-388. It’s what I’ve been playing since my time of running errands in Little London came to a close, as well as after I realized just how much freaking grinding I’d have to do to get my team of Pokemon up to decent snuff to even attempt the final fight(s) with confidence. If anything, with it being so linear it is nice to have confident direction. Yeaaaah.

Man, I sure do love linking things in my opening paragraphs.

Moving on, I hate the boss fights in Metroid Fusion. I think they are initially unfair and frustrating. I think they are unclearly communicated. After I lose each boss battle, I put the game aside for a few days, just not wanting to deal with it all. Granted, I probably thought–and still do to some extent–the same way about the boss fights in the fantastic Super Metroid. Phantoon and Botwoon proved to be tricky, and I absolutely remember tearing up in frustration when Draygon would constantly pick Samus up and drain her life, with me just watching it happen, helpless and mad. Oh, and Ridley–the second time in Norfair–was no walk through the lava-themed park. But those are that game‘s bosses, and when you defeated them, that was mostly it. You didn’t have to then fight a second enemy immediately after while still low on health and missile ammo and nowhere near a save spot.

See, in Metroid Fusion, the Core X has infested and mimicked different monstrous creatures kept on the station. As you battle Core Xs, they’ll use abilities stolen from Samus against you, and when you defeat them you’ll recover these lost abilities. Makes sense, really. But first you must defeat the monster the Core X is hosted in. Then you must destroy the Core X right after. The problem I keep running into is that I just barely make it through that first portion of the fight, and then have to deal with a zig-zagging Core X blob that is hard to hit, but loves hitting Samus. When she dies, it’s back to your last save spot, wherever that might be. Mine are never that far away, but far enough that it’s annoying.

So, last night, the stupid spider boss Gedo X just slapped Samus away in the above mentioned manner, and that was it for my gaming time. Which is a shame, as I had just stumbled upon not one, but two fantastic nods to Super Metroid that got me smiling and reminiscing all the same. Oh well. I’ll try again. You hear that, Gedo X? Samus will return, and this time, she’ll be planning for victory. Two of ’em.

Find your way in Fez, go right here and do this in Metroid Fusion

Currently, I’m playing two videogames that are the polar opposites of one another: Fez and Metroid Fusion. Well, there are some ways they are similar. Both are platformers, asking the player to navigate rooms and levels, either by traversing left or right or up and down or via secret paths. Both feature relatively retro graphic styles that are pleasing to the eyes. Both have lackluster jumping, with Gomez feeling very floaty and Samus being too finicky. But that’s kind of it.

Otherwise, one game demands you put in the time and cranial crunching to figure out where to go next and what to do, and the other…well, there’s a computer program that marks your next destination and objective extremely clearly on your mini-map. One requires you to take notes, the other does it for you. One has electrified water, one has water levels you can raise and lower with a turn-switch. If you didn’t know which one is which, Fez is the open field of daisies and Metroid Fusion is the gust of wind pushing you down the path to the market.

I find both styles of gameplay pleasing and frustrating. Various reasons exist, of course. For Metroid Fusion, which I’ve been playing in small bits in bed before the Sandman takes me away, it’s been real nice to have a clear goal, a place to go to, a boss to kill, and a save room right after it. That’s not to say that, across the grand scheme of the Metroid franchise, it’s not disappointing to see such heavy hand-holding, especially when Super Metroid kept its distance from beginning to end, allowing the player to live and learn via trial and error. In Fusion, specially named Navigation Rooms fill out your entire map, whereas you once had to do that on your own. But it’s fine for now. The A.I. commander nicknamed “Adam”  tells me what my next objective is, and if I somehow forget, I just click the objective button on the map and get refreshed. It’s linear and predictable, but the game was originally made for the GBA, which means it was designed to be played portably, and in that it is extremely successful.

In Fez, I wander. I wander, and I wonder. I spend a lot of time looking at walls, spinning rooms, jumping and spinning rooms to little effect. There is little instruction doled out, and even your floaty companion is little help, as it is just as cryptic as the alien-esque hieroglyphics. You see things that may or may not be important, and you move on, promising to return when you have further knowledge. At one point, I came to the conclusion that I needed to take notes, and these scribbles did little to explain the way of Fez‘s world, but it felt important, felt necessary. At certain places, such as the bell or the clock, my note-taking just felt stupid and pointless and that I would never understand what was probably right in front of my face.

I started writing this blog post on Wednesday and then managed to “beat” Fez last night. I found the “kill screen” by using 25 cubes and 7 anti-cubes (as well as a handful of treasure maps, one unused key, and one single artifact). I have some thoughts on all that, but I think I’ll save it for a separate post. Guess that’s another difference between it and Metroid Fusion; the latter isn’t special enough to warrant further thinking.