Super Metroid
Posted: May 11th, 2015, 4:25 am
Over the past few days or so I finally finished Super Metroid on the Wii U's virtual console. I had started it a few times previously, but never got very far and couldn't seem to get into it. The only other Metroid game I've ever finished was Return of Samus. I don't know what changed this time, but I was completely addicted to it.
I haven't been doing a lot of retro gaming recently, so the game's willingness to just let you go figure stuff out was refreshing and frustrating at the same time. I had a lot of fun meticulously x-raying walls to find new passageways (for the most part), and finding new suits and abilities always seemed like a real upgrade. I think I'm used to RPGs, and modern games in general, gradually giving you upgrades through leveling and long, branching skill trees. Here, when I found the Gravity Suit or the Plasma Beam I instantly felt significantly more powerful.
The times of frustration was usually caused by me overlooking something in a room, going across the entire map, and then finally getting back to the original room and figuring out what I missed. The one spot where I think it was the game's fault was with the wall jumping. I had an incredibly difficult time wall jumping with any consistency, and it really wasn't even necessary in the game. I'm pretty sure the only time the wall jump was actually needed was the instance where the game "teaches" you how to do it. And "teaches" isn't even the right term - it basically showed you that it could be done without any direction on how to do it. I wasted a lot of time wall jumping at other times in the game, only to give up and find that I didn't actually need to wall jump in the first place.
Despite whatever minor criticisms I have, the game is a masterwork. I bought Metroid Prime Trilogy immediately after finishing it, and plan to plow through those next. In terms of Nintendo franchises that are on my personal pedestal of greatness, I've always considered the Mario, Zelda, and Donkey Kong series as my three favorite by far, but I may have missed the boat on Metroid for a long time.
I haven't been doing a lot of retro gaming recently, so the game's willingness to just let you go figure stuff out was refreshing and frustrating at the same time. I had a lot of fun meticulously x-raying walls to find new passageways (for the most part), and finding new suits and abilities always seemed like a real upgrade. I think I'm used to RPGs, and modern games in general, gradually giving you upgrades through leveling and long, branching skill trees. Here, when I found the Gravity Suit or the Plasma Beam I instantly felt significantly more powerful.
The times of frustration was usually caused by me overlooking something in a room, going across the entire map, and then finally getting back to the original room and figuring out what I missed. The one spot where I think it was the game's fault was with the wall jumping. I had an incredibly difficult time wall jumping with any consistency, and it really wasn't even necessary in the game. I'm pretty sure the only time the wall jump was actually needed was the instance where the game "teaches" you how to do it. And "teaches" isn't even the right term - it basically showed you that it could be done without any direction on how to do it. I wasted a lot of time wall jumping at other times in the game, only to give up and find that I didn't actually need to wall jump in the first place.
Despite whatever minor criticisms I have, the game is a masterwork. I bought Metroid Prime Trilogy immediately after finishing it, and plan to plow through those next. In terms of Nintendo franchises that are on my personal pedestal of greatness, I've always considered the Mario, Zelda, and Donkey Kong series as my three favorite by far, but I may have missed the boat on Metroid for a long time.