I've just 100%'d Super Metroid, Other M, Fusion and Zero Mission all back to back. I've also completed Metroid 1 and 2 and Samus Returns on 3DS (100%) in the past. Metroidvanias are up there as one of my favorite game genres. I've played through all of the classic Castlevanias as well. I've finished all of these games at least a few times each and now I'm playing through Metroid Prime (GC) for the first time.
I've come to the conclusion that Super Metroid is the only truly great game in the series. All of the rest have deep flaws that breed much more frustration than fun factor, but the things is they're the kind of things that are easy to forget about once you finish them. Starting with Prime, the series adopted flawed design as features: Tedious enemies that pose no challenge if not for the broken controls. Long, drawn out battles with inconsequential enemies that respawn exactly the same way they did in the 2D games. Backtracking that fails to stir curiosity (poor map and mission design). Boss battles that aren't challenging and don't make you think, they're just long and repetitive. Forced counter-attacks to win battles with basic enemies. I could go on.
Everywhere I look, people seem to think that just because the sequence-breaking makes for fun speed runs it somehow makes up for everything else. How does that enhance a first-time player's experience? If you have to play a game over and over for years to get to a point where you can overlook its flaws, what does that say about the game?
*flame shield activate*
Before you disagree with me I'm going to need to know which of the Metroid games you've completed without FAQs or save states and why you think the controls aren't completely broken from Prime onward.
I've come to the conclusion that Super Metroid is the only truly great game in the series. All of the rest have deep flaws that breed much more frustration than fun factor, but the things is they're the kind of things that are easy to forget about once you finish them. Starting with Prime, the series adopted flawed design as features: Tedious enemies that pose no challenge if not for the broken controls. Long, drawn out battles with inconsequential enemies that respawn exactly the same way they did in the 2D games. Backtracking that fails to stir curiosity (poor map and mission design). Boss battles that aren't challenging and don't make you think, they're just long and repetitive. Forced counter-attacks to win battles with basic enemies. I could go on.
Everywhere I look, people seem to think that just because the sequence-breaking makes for fun speed runs it somehow makes up for everything else. How does that enhance a first-time player's experience? If you have to play a game over and over for years to get to a point where you can overlook its flaws, what does that say about the game?
*flame shield activate*
Before you disagree with me I'm going to need to know which of the Metroid games you've completed without FAQs or save states and why you think the controls aren't completely broken from Prime onward.