Showing 1,041 to 1,060 of 1,763
1,041. Posted: Wed 1st Sep 2010 23:03 BST
@Kid_A: Perhaps, I wouldn't know what my file says regarding my playtime, since I've yet to see that title screen since I started playing. I'm sure I'll find out in a bit when I turn on my Wii to finish this awesome game.
Another thing: any reviewer that lobbed false accusations at Other M for "removing the series' trademark exploration", clearly did not spend enough time with their save file before writing up their review. Some of the pick-ups are really challenging to locate! And those that complain about the map showing you where the pick-ups are, Super Metroid, Metroid Fusion and Metroid Zero Mission already did this way before Other M. It doesn't matter that the game shows you where the pick-up "is" if you don't actually know its specific location or how to get to it, now does it? I got stumped on a few pick-ups for about 30 minutes before figuring out how to get to where they were, and damn was it rewarding...
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1,042. Posted: Wed 1st Sep 2010 23:54 BST
Well, that's local exploration. The exploration the original games are known for is in actually finding where to go on the map, too, not just finding something within a specific room. Not that I'm complaining, just noting the difference. I don't think every game has to be Super Metroid. Fusion was fun without that. In fact, we're at a point where the majority of Metroid games are fairly linear in progression, ignoring the unnecessary secrets. I like both styles, myself.
Edited on Thu 2nd September, 2010 @ 00:05 by Adam
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1,043. Posted: Thu 2nd Sep 2010 00:14 BST
Anyway I'm only played for about 45 minutes and just reached sector 1 (I keep stopping to explore every room because I'm crazy). Definitely having fun so far. Chicken, you might finish this game before I do, since I will be in Vegas next week.
Edited on Thu 2nd September, 2010 @ 00:55 by theblackdragon
1,044. Posted: Thu 2nd Sep 2010 00:26 BST
How would you guys rate it so far? And how would you rank it compared to the Other M(etroids) of the series?Glad to have you back, Adam. You wanted Uforia, right?
How would you guys rate it so far? And how would you rank it compared to the Other M(etroids) of the series?
Glad to have you back, Adam. You wanted Uforia, right?
So far? I would give him a 8.5 or 9, but hell, havent finished the game yet,so.
Where I would place it? Third.
Super MetroidPrime 1Other MFusion / Zero MissionPrime 2Prime 3Metroid 2Metroid 1 (sorry dude, but you're so nothing compared to the rest..)
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1,045. Posted: Thu 2nd Sep 2010 00:34 BST
the only real complaint:: the forced-first-person sequences.
i could definitely see where reviewers were coming from on that one, however, i also think the game does give you some clues. the blood on the ground will strike you as something you should look at, the problem is just noticing it's there. the (spoiler?) federation badge on the first space pirate is also reasonable considering that you're studying it's body to figure out what it is. but yeah, they definitely should have added a slight sparkle or something to make it easier (still not as cheap as having to bomb every surface in metroid 1).
i'm also disappointed with kuniaki haishima's score, but i can see why he went that way. those ambient sounds ratchet up the anxiety early on, it's just that the effect fades and you start to miss real music. i don't think there's a single moment where i wanted to stop and pay attention to the music for a while, something i usually do with metroid. it does make you feel more like samus, so it works at what it does, but i miss kenji. at least the real orchestra is great.
also, i'm surprised nobody's mentioned the samus butt. team ninja definitely helped with her model.
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1,046. Posted: Thu 2nd Sep 2010 00:49 BST
I haven't had any problems with the forced first person sequences, but I can see why others might find them annoying. As its been said, two of them were pretty vague. Since it's been brought up, I'm actually a big fan of the soundtrack. It's not the most memorable, but it really fits the mood. The orchestrated stuff is great--wait till you hear the theme during the Ridley battle.
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1,047. Posted: Thu 2nd Sep 2010 00:56 BST
I know this is off-topic but I've been trying to diagonal shinespark in Super Metroid for over an hour and I still can't do it.
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1,048. Posted: Thu 2nd Sep 2010 01:05 BST
Push your button that permit to do the diagonal shot, then jump without moving, or you will do a flip jump.
1,049. Posted: Thu 2nd Sep 2010 01:08 BST
Do you pick up Super Missiles or do you do it manually? I have no idea, I find this Metroid to be drastically different from any of the others.
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1,050. Posted: Thu 2nd Sep 2010 01:09 BST
You sir are a lifesaver.
1,051. Posted: Thu 2nd Sep 2010 01:13 BST
So, I've got a question: any of you guys have the power bombs yet? I'm at (what I assume is) the final boss, and the power bombs would definitely come in handy (actually, they're probably required), the problem is that Samus hasn't had them authorized yet, so I keep dying... =|
@Chrono: You're authorized to use them when you get to a certain point...
1,052. Posted: Thu 2nd Sep 2010 01:15 BST
Chrono Cross wrote:
None of the Missiles in Other M are pick-ups. Once Super Missiles get authorized, they're activated by holding down the A button whilst in first person--like a charge shot. The catch is, they use up 5 missiles. Pretty nice balance actually.
1,053. Posted: Thu 2nd Sep 2010 01:18 BST
1,054. Posted: Thu 2nd Sep 2010 01:19 BST
Super Missiles work like they do in the Prime trilogy: you have to charge them, they don't have their own inventory slot and you use up 5 missiles per shot...
1,055. Posted: Thu 2nd Sep 2010 01:19 BST
Diagonal shinespark shouldn't be required.It's useful for a no-grapple beam run, but other than that...
You should post these questions in the VC thread since I check that, like, every day and I've done about 7 runs of this game now (The last one was a 1:15 run with no grapple beam). And I hate seeing that thread sinking down the page.
1,056. Posted: Thu 2nd Sep 2010 01:19 BST
So, I've got a question: any of you guys have the power bombs yet? I'm at (what I assume is) the final boss, and the power bombs would definitely come in handy (actually, they're probably required), the problem is that Samus hasn't had them authorized yet, so I keep dying... =|@Chrono: You're authorized to use them when you get to a certain point...
Hrm...I don't have them yet, but I hear there's a big side mission at the end of the game. Maybe you unlock them after that?I would say that they might be a pick-up and not an authorization, but seeing as you had them during the tutorial that seems unlikely.
1,057. Posted: Thu 2nd Sep 2010 01:21 BST
I`m in Sector 2 and I`m at a wall that needs Super Missiles to progress. Is there an alternate route or should I just go back?
1,058. Posted: Thu 2nd Sep 2010 01:21 BST
@Kid_A: Well, then I guess I'll have to forfeit this battle for the time being and look around some more...
Edited on Thu 2nd September, 2010 @ 01:22 by Deviant_Mugen
1,059. Posted: Thu 2nd Sep 2010 01:25 BST
Might be a waste of time. I just checked IGN Guides, and just scrolling through the Contents, the Power Bomb is listed under the Epilogue. There must be a different way of beating that boss.
1,060. Posted: Thu 2nd Sep 2010 01:37 BST
@NEG Okay I'll do that.
On-topic: It's torture reading these comments and not playing Other M when it's sitting right in front of me. But I have to beat Super Metroid first.