Super Metroid has to be the single GREATEST example of what a sequel can do for its series. I've been on a Metroid kick lately, and have been playing through any of them I can get my hands on. I've done pretty much everything I can in Fusion and Zero Mission, aside from Tool Assisted runs, and while I haven't 100% collected Super Metroid, I've loaned it to a friend for now, so this leaves me with the Original Metroid that came attached to Zero Mission. I gotta say, wow did NES games have the dumbest artificial difficulty.
You start with 30 energy, you can't aim down, or diagonally and enemies are always just short enough that you need to do that. Going through the areas feels like a Flintstones cartoon because every other room is literally a copy of a room before it. There's no recharging stations, so you have to grind infinitely re-spawning mobs if you don't have enough missles to open a door, or just want to be able to survive a hit from said infinitely re-spawning mobs.
Getting killed while going from room to room is a real threat. Enemies still spawn while you're walking out and can hit you, meaning that unless you want to take 20 out of 30 total health, you have to kill them until they drop something and don't pick it up before you go.
There's no explanation of what you even have to do, or where you're supposed to go. That parts fine, Super Metroid didn't really tell you where anything was either. Super Metroid also had a map that at least let you know where you've explored and where you haven't. Aside from being killed while you literally cannot do anything because you were punched through a door by a randomly spawning mob and it slapped you 4x while you were transitioning from room to room, you have no idea whether you've been in this specific room before or not. Door locations, item locations, even the color of the geography repeats itself so many times, you'll start to wonder if you've not just been going in a huge loop.
I'm only at Kraids lair so far, and I'm determined to see this through to the end no matter what. The main thing I can take from this game is a newfound respect for everything Super Metroid did. Mobs would health/missles 100% of the time as long as you weren't maxxed out on your current stock, and infinite spawn spots would have a small grace period before they spawned again, giving you time to move on. Each room had at least something about it that distinguished itself from the rest, so even if you didn't want to look at the neat map they gave you, you knew whether or not this was a new room you hadn't thrown power bombs to find any hidden items in yet.
Sorry for the rant. I just had to vent a bit because it seriously feels like I'm beating my head against a brick wall right now.
You start with 30 energy, you can't aim down, or diagonally and enemies are always just short enough that you need to do that. Going through the areas feels like a Flintstones cartoon because every other room is literally a copy of a room before it. There's no recharging stations, so you have to grind infinitely re-spawning mobs if you don't have enough missles to open a door, or just want to be able to survive a hit from said infinitely re-spawning mobs.
Getting killed while going from room to room is a real threat. Enemies still spawn while you're walking out and can hit you, meaning that unless you want to take 20 out of 30 total health, you have to kill them until they drop something and don't pick it up before you go.
There's no explanation of what you even have to do, or where you're supposed to go. That parts fine, Super Metroid didn't really tell you where anything was either. Super Metroid also had a map that at least let you know where you've explored and where you haven't. Aside from being killed while you literally cannot do anything because you were punched through a door by a randomly spawning mob and it slapped you 4x while you were transitioning from room to room, you have no idea whether you've been in this specific room before or not. Door locations, item locations, even the color of the geography repeats itself so many times, you'll start to wonder if you've not just been going in a huge loop.
I'm only at Kraids lair so far, and I'm determined to see this through to the end no matter what. The main thing I can take from this game is a newfound respect for everything Super Metroid did. Mobs would health/missles 100% of the time as long as you weren't maxxed out on your current stock, and infinite spawn spots would have a small grace period before they spawned again, giving you time to move on. Each room had at least something about it that distinguished itself from the rest, so even if you didn't want to look at the neat map they gave you, you knew whether or not this was a new room you hadn't thrown power bombs to find any hidden items in yet.
Sorry for the rant. I just had to vent a bit because it seriously feels like I'm beating my head against a brick wall right now.