Tag Archives: Samus Aran

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.

Samus as she’s always been in Metroid II: Return of Samus

I made decent attempts at the original Metroid, both back when it was out on the NES via a neighbor’s system and many moons later with it in my pocket on the Nintendo 3DS. I absolutely love and continue to play Super Metroid to this day. I even had a GameBoy for a good chunk of my childhood–and yet, I missed out on Metroid II: Return of Samus. I blame Mario, naturally, and…um, more Mario.

As evidence proves true here, I’ve had $6.22 sitting pretty in my 3DS for some time now. Nothing has been released on the eShop lately that’s looked even remotely enticing. Okay, okay. Freaky Forms: Your Creations, Alive!–despite its zany title–seems like a good time. I had way too much fun making silly and weak creatures in Spore Creatures. So, maybe one day. But not today, or tomorrow, or the day after that because I’ve already spent my eShop money. Yup, that’s right. I did some pre-Black Friday shopping and bought Metroid II: Return of Samus on Thanksgiving evening, after a busy day of family, talking, not talking, and too much foodstuffs. It was a nice little distraction-limned treat for myself, and I crawled into bed, turned the heated blanket on, and began hunting Metroids.

See, in Metroid II: Return of Samus, you’re tasked with taking out Metroids. Thirty-nine of them, in fact, which is a weird number, but whatever. Maybe forty would’ve tipped the scales or something. This has to do with the fact that Samus previously prevented the Space Pirates from using the Metroid race for their own evil purposes in the original Metroid. Now, to stop another attempt by the Space Pirates, Samus has been sent to the Metroid’s home planet of SR388 to eviscerate every last Metroid she finds. That ought to do it, right?

So far, I’ve taken down two Metroids. Pew, pew, blam. The game plays just like Metroid and Super Metroid except it’s a lot less open and more linear, with very little back-tracking. Sometimes that’s okay. Still, there’s no map, and taking damage from even the minor enemies can be devastating. One nice addition that definitely inspired the save+health-restoring stations in Super Metroid are the inclusion of save spots and energy/missile-recharging balls, as well as the ability to create restore points via the 3DS. And speaking of balls, I was pleasantly surprised to find Samus able to roll into a ball at the start of the game; the new spider-ball ability takes a bit to get used to though. My suggestion for those stuck: try everything until it clicks. Y’know, like I did.

Other oddness includes Samus being huge on the screen, a severe lack of background detail, and less than stellar music. That said, it’s more side-scrolling Metroid-blasting action, and that’s really all I need. With the ability to save frequently and recharge health much easier, I suspect I’ll finish Metroid II: Return of Samus far sooner than ever completing the original Metroid. Watch out, you thirty-seven Metroids left! I’M COMING FOR YOU.

30 Days of Gaming, #27 – Most epic scene ever

Hey, remember this meme? Me too. Actually, I did forget about it for a bit, seeing as the last update to it was way back in early August 2011. My bad. I can’t wait to count up how long it’s taken me to blog about 30 days’ worth of topics. Probably in the triple digits by now. Grinding Down has truly earned its namesake. To be honest, these last few topics are a bit of a struggle, all of them seemingly heavy-hitters in terms of constant forum topics and debates. Hopefully I can do them justice, but truthfully–I’m a little worried about my choices.

This is Super Metroid‘s second time appearing in the 30 Days of Gaming meme. The first was for the topic of “a game I’ve played more than five times,” which you can read about by clicking this clickity part.

To start, the last Metroid is in captivity, the galaxy is at peace. Until it’s not. Super Metroid begins by tilting this utopian idea on its side, with the Metroid larvae Samus brought to the Ceres Space Colony for researching being stolen by her nemesis Ridley. As she hurries back, she finds all the scientists dead. And she’ll be soon too if she doesn’t escape before the planet explodes. Narrowly missing the chance to become space particles, Samus then tracks Ridley to the planet Zebes. Ridley is the second-to-last boss, and despite his involvement in this whole mess, he’s not the show-stealer. No, not by a mile. Leave that honor to Mother Brain.

Good job, bounty hunter. You’ve made it to Tourian. This is Mother Brain’s base of operations, and it’s been relocated and rebuilt. Tread carefully. As you make your way closer to the end, you’ll pass former victims of the life-sucking Metroids; they crumble and turn to dust as Samus hurries past, a haunting image. But that’s only the beginning. You find Mother Brain, all encased and hooked up to too many tubes, just like in Metroid, and you blow her to bits, watching with glee as the machinery around her explodes and drops her to the floor, defeated, nothing more than a brain without a body. And then she gets up.

Clearly, it makes no sense how a pinkish lump of brainstuffs is able to grow out an entire dinosaur-like body like that, but it took me by surprise the first time nonetheless. I remember my own brain squirming in my skull, trying to find its own “grow a T-Rex body” switch and make sure it was set to OFF. Frightened, you launch every single rocket and super missile you have in your arsenal, relentless in your attack. And Samus is putting up quite a fight, dodging mouth-fire and bombs–but then Mother Brain hits her with an eye beam of stunning. Down she goes, forced to endure Mother Brain’s attacks as her health depletes block by block. It’s frustrating and heartbreaking to witness. Just before the end, when all seems hopeless and the final attack is being charged up, a Metroid swoops in to save Samus, sucking the life from Mother Brain. The Metroid then transfers her energy and powers to Samus, sacrificing herself in the cause. The remainder of the battle is a snap thanks to a kickass supercharged beam shot, and Mother Brain’s brain is disintegrating before you know it. No time to celebrate though; you have three minutes exactly to escape the planet before all is blown to bits.

What I love about this scene is how unexpected–and unpredicted–the Metroid’s saving swoop-in is. There’s no pausing, no jarring cutscene, no weird sounds like you’d get on a PlayStation when a FMV was readying to load; it’s all one fluid moment, filled with fluid movement, and the scene is nearly impossible to not watch. I remember thinking my controller was broken when I couldn’t get Samus to move after Mother Brain’s stun beam, and that sadness quickly turned to elation when I saw who had Samus’ back. One can only assume that this was the Metroid she had originally brought to the Ceres Space Colony.

This scene still resonates with me today, some fifteen-plus years later. That’s epic enough for me.

Samus Aran against the nefarious Space Pirates is no stroll through Zebeth

Yesterday, a day earlier than originally touted to be available, the 10 NES games from the 3DS Ambassador Program were ready for downloading. Let’s name ’em all: Wrecking Crew, NES Open Tournament Golf, Yoshi, Metroid, Zelda II: The Adventure of Link, Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber, and The Legend of Zelda. Whew. That’s a lot of titles, and  several of them are straight up ancient and esteemed relics of the past. However, getting them onto one’s 3DS was a tricky, convoluted process.

I was excited to give each of them a try, especially since–and this is where I lose all street cred as any kind of gaming fanatic–I’ve never played the original Metroid or The Legend of Zelda (1 and 2). I know. That’s like…crazy talk, right? I also don’t drink milk; deal with it. Well, that’s just how life went; I was never into emulating games on my computer throughout college and post-college, and since I missed setting sail on the NES boat from actually back in the day, that was it. Strangely, I did devour the later installments of these games on the SNES, and consider them to be absolute favorites. Fast-forward many, many years, and here I am, stretched out on a guest room bed, face merely inches from the screen, playing these games for the very first time on a shiny, battery-drained 3DS.

To start, Metroid is freaking hard. You elevator down onto Zebeth (later installments change this to Zebes) with a meager 30 health and can quickly lose all of that if you don’t proceed carefully. There’s also no solid save system, just a wonky password thing that I’m too lazy to try. So, you grab the morph ball immediately to your left–also known as maru mari–and move ahead in baby steps. I managed to get my health up to about 70 before getting stuck near those tubes that release an endless swarm of flying enemies; coupled with the fact that Samus can’t shoot in a downwards direction and that her shots actually can only go so far…well, she didn’t last long. Had to restart from the beginning. I think I was relying too much on my Super Metroid skills here, not grasping that both games play very differently.

Quick deaths and total restarts. This is a reoccurring theme with these freebie NES games. They are tough cookies. Except NES Open Tournament Golf, which is more terrible than tough. I got a 9 on the very first hole, and that’s not cool. I know how to golf. I got a birdie and two pars this summer in real life golf, swinging a real club and hitting a real ball. I should be even stronger in the pixelated version. But yeah…

I’m definitely going to give Metroid another fair go, and might have to actually rely on this password-saving feature once I get deep enough. Imagine getting all the way to Tourian and dying and having to begin all over again? ::shudders:: Oh, and the music is still amazingly powerful, wriggling its way into my very soul. Love, love, love it.

30 Days of Gaming, #13 – A game you’ve played more than five times

This is kind of a weirdly phrased topic. I mean, it seems like it wants to ask about a game you’ve beaten more than five times because honestly, I’m pretty sure I’ve played every videogame ever more than five times–as have you–save for Epic Mickey (cue sound effect). If that’s the case, I had a number of choices for today’s 30 Days of Gaming meme topic, most of them coming from the great house of the Super Nintendo Entertainment System: The Legend of Zelda: A Link to the Past, Super Mario World, Donkey Kong Country, and Suikoden to name a few.

However, I’m going with Super Metroid, a game I can’t pinpoint on the number of times I’ve completed, but it’s one that I return to consistently every few years and love revisiting. I’m so proud to still have this cartridge in my SNES collection; thank the stars above and below that I didn’t trade it in with all those other games I now regret living without.

Super Metroid thrives on exploration and discovery; without it, Samus would just be some ho-hum bounty hunter that hopped up and down platforms, shot enemies to pieces, and took down crazily unique bosses. Those aspects of Super Metroid are great and certainly nothing to sneeze at, but its everything else around them, the unknown padding if you will, that makes this truly a game worth coming back to again and again. It’s landing on Zebes in the rain and heading to the right to discover that, no, really, you need to be heading to the left. It’s making your way through Crateria, which, as a young boy, I always misread as Cafeteria, and getting chills from the dreary, silent mood thickening in the air above. It’s getting even more freaked out when Samus first arrives at the Wrecked Ship to drips and statue-still enemies. It’s that final boss fight, and the frantic rush thereafter; it’s going back to where it all started.

Every time I play through Super Metroid, I discover something new. Last time, it was reaching new areas with the Shinespark technique that I had previously thought were unreachable. Another time it was sinking through some quicksand to…not die, but end up in a hidden room. Long before that it was learning all the secret, chargeable special attacks. I can’t even imagine what other hidden goodies remain for my next romp through, but I’ll be sure to x-ray scan every wall possible and bomb whatever gets in the way.

Truth be told, I’d love a new version to pop up on the Nintendo 3DS, and considering there’s a 3D upgrade to a title like Excitebike…well, my dream isn’t too far-fetched. Until then, I’m just gonna roll up into a ball and wait.