Metroid general

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What's your opinion on Dread so far?

  • It's good

    Votes: 157 49.7%
  • It's bad

    Votes: 17 5.4%
  • It's too linear, I don't like fusion and I don't like this

    Votes: 17 5.4%
  • It's not as linear as I thought it would be

    Votes: 14 4.4%
  • I haven't played it lol

    Votes: 56 17.7%
  • Where's Super Metroid 2?

    Votes: 33 10.4%
  • I don't care, where the fuck is Prime 4?

    Votes: 25 7.9%
  • Why can't Metroid crawl?

    Votes: 84 26.6%

  • Total voters
    316
Played a bit of Prime 4 myself, watched my brother beat it. It's a mediocre to ok game by itself, but it's a bad game by Metroid standards. Simultaneously hand-holding you for obvious puzzles while abandoning you entirely for other, less clear puzzles. Anything involving the Psychic Charge Shot is annoying and both my brother and I struggled to recognize when they game wanted us to use it.

So they made Breath of the Metroid, gave Samus psychic powers (like Link has in BOTW), made incredibly linear maps, released mostly awful music you can't even hear for the majority of the game (this one confuses me, it's the same guys who made all the Metroid music since forever), and had a hub world so barren and empty they were required to make the green crystals "regrow" as colorless crystals so there was actually something to break up the desert even a little, even though that makes it a pain to track down the remaining green crystals.

This could have been any other scifi franchise and the game wouldn't change a bit. It's a game that just happens to have Samus in it.
 
credits are up now. Briefly looking over lead positions:
Director's only Metroid game is Prime 3 as a designer
Art director is ex DICE worked on every Battlefield up to 2042
Associate art director is ex Bioware, only working on all the garbage post ME3
Lead character artist is ex 343 doing art for every 343 Halo game (Characters, vehicles and weapons)
Lead VFX artist is ex Gearbox working on all the Randy games
Lead UI artist is ex Bioware working on Andromeda and Anthem
Engineering director is ex MMO programmer, latest work being Fallout 76
Lead gameplay engineer is from Retro but their oldest credit is Prime 3

A ton of the roles, including a lot of high up senior roles, are filled by people who have little to no credits, senior contract writer has a single credit, Prime 4. From all the people I looked at the oldest Prime game any of them have worked on is Prime 3, and that was only 2 or 3 people. It's also quite telling that there isn't a credit for level designers.
 
credits are up now. Briefly looking over lead positions:
Director's only Metroid game is Prime 3 as a designer
Art director is ex DICE worked on every Battlefield up to 2042
Associate art director is ex Bioware, only working on all the garbage post ME3
Lead character artist is ex 343 doing art for every 343 Halo game (Characters, vehicles and weapons)
Lead VFX artist is ex Gearbox working on all the Randy games
Lead UI artist is ex Bioware working on Andromeda and Anthem
Engineering director is ex MMO programmer, latest work being Fallout 76
Lead gameplay engineer is from Retro but their oldest credit is Prime 3

A ton of the roles, including a lot of high up senior roles, are filled by people who have little to no credits, senior contract writer has a single credit, Prime 4. From all the people I looked at the oldest Prime game any of them have worked on is Prime 3, and that was only 2 or 3 people. It's also quite telling that there isn't a credit for level designers.
If game studios were races, Prime 4 would be a nasty Mestizo.
 
credits are up now. Briefly looking over lead positions:
Director's only Metroid game is Prime 3 as a designer
Art director is ex DICE worked on every Battlefield up to 2042
Associate art director is ex Bioware, only working on all the garbage post ME3
Lead character artist is ex 343 doing art for every 343 Halo game (Characters, vehicles and weapons)
Lead VFX artist is ex Gearbox working on all the Randy games
Lead UI artist is ex Bioware working on Andromeda and Anthem
Engineering director is ex MMO programmer, latest work being Fallout 76
Lead gameplay engineer is from Retro but their oldest credit is Prime 3

A ton of the roles, including a lot of high up senior roles, are filled by people who have little to no credits, senior contract writer has a single credit, Prime 4. From all the people I looked at the oldest Prime game any of them have worked on is Prime 3, and that was only 2 or 3 people. It's also quite telling that there isn't a credit for level designers.
What's very interesting to me is how many positions I saw described as "Contract (role)". I pulled up the credits for Metroid Dread and there wasn't a single contracted position, compared to 34 contracted positions (and sometimes contracted teams) on Prime 4. That would definitely explain why it was more of a generic scifi game than a true Metroid game since Nintendo was done babying the development and just said "Fuck it, finish whatever game you have and we're releasing it"
 
But this is ultimately the point of video games. I think that people need to remember this at the end of the day. I am enjoying Metroid Prime 4 right now, but I also understand why people didn’t enjoy it or think they wouldn’t enjoy it. We can discuss it without accusing people of being chuds or part of “the modern audience.”
Your opinion aligns with most normies, the problem is that Metroid fags are autismos who like one game and that's it. They're basically Paper Mario fags who just want The Thousand Year Door over and over again. 8989.jpg
 
Here's an example
- Turn into a morph ball
- HOLD A so that you place a "psychic" bomb but it floats above you
- Turn back from morph ball
- Switch to purple vision visor
- Grab the bomb, throw it somewhere

The game will continually remind you with a dialog box that this is a possibility because it's so fucking dumb
I really hate this tech. There's quite a few steps you have to do before you can do it and it really just amounts to basically shooting a missile or something similar to a target. There isn't any special tricks or clever puzzles for it. It just feels clucky to use. This may be nitpicky, but I hate that once I grab it I have to hold down the button and then release when I've aimed. I've found myself grabbing it and immediately releasing it because I expect to be basically another shot I have to make. Yoshi's Island gave you the choice between hasty and patient for basically the same throwing mechanic.
 
Your opinion aligns with most normies, the problem is that Metroid fags are autismos who like one game and that's it. They're basically Paper Mario fags who just want The Thousand Year Door over and over again. View attachment 8279455
Prime 1-3 feel like Metroid games, it's just that Prime 4 doesn't really. It's the same thing as the US Mario 2 (reskinned Doki Doki Panic) we got. It's fine as a game and fun to play, but it's not really a Mario game.
 
I gotta say, I would really like to see an expose on what exactly happened behind the scenes of Prime 4's development.

Because all the signs of a turbulent and messy production are pretty much evident with the way it turned out.
 
credits are up now. Briefly looking over lead positions:
Director's only Metroid game is Prime 3 as a designer
Art director is ex DICE worked on every Battlefield up to 2042
Associate art director is ex Bioware, only working on all the garbage post ME3
Lead character artist is ex 343 doing art for every 343 Halo game (Characters, vehicles and weapons)
Lead VFX artist is ex Gearbox working on all the Randy games
Lead UI artist is ex Bioware working on Andromeda and Anthem
Engineering director is ex MMO programmer, latest work being Fallout 76
Lead gameplay engineer is from Retro but their oldest credit is Prime 3

A ton of the roles, including a lot of high up senior roles, are filled by people who have little to no credits, senior contract writer has a single credit, Prime 4. From all the people I looked at the oldest Prime game any of them have worked on is Prime 3, and that was only 2 or 3 people. It's also quite telling that there isn't a credit for level designers.
Not surprising. I'm already seeing the early warning signs of 4's problems in Prime 3. The linearity, the AI constantly telling you where to go, an unnecessary travel mechanic to get to different areas.
 
So they made Breath of the Metroid, gave Samus psychic powers (like Link has in BOTW), made incredibly linear maps, released mostly awful music you can't even hear for the majority of the game (this one confuses me, it's the same guys who made all the Metroid music since forever), and had a hub world so barren and empty they were required to make the green crystals "regrow" as colorless crystals so there was actually something to break up the desert even a little, even though that makes it a pain to track down the remaining green crystals.

This could have been any other scifi franchise and the game wouldn't change a bit. It's a game that just happens to have Samus in it.
Who was the faggot here who cried when I said Nintendo was turning all their franchises into BOTW styled open world slop games? I demand an apology

credits are up now. Briefly looking over lead positions:
Director's only Metroid game is Prime 3 as a designer
Art director is ex DICE worked on every Battlefield up to 2042
Associate art director is ex Bioware, only working on all the garbage post ME3
Lead character artist is ex 343 doing art for every 343 Halo game (Characters, vehicles and weapons)
Lead VFX artist is ex Gearbox working on all the Randy games
Lead UI artist is ex Bioware working on Andromeda and Anthem
Engineering director is ex MMO programmer, latest work being Fallout 76
Lead gameplay engineer is from Retro but their oldest credit is Prime 3
It's like the greatest hits of all the recent Western failures, lmao. I'm surprised we didn't get to see someone from the Concord dev team fail upwards and land in Retro, maybe they will by the time Metroid Prime 5 comes out!
 
I gotta say, I would really like to see an expose on what exactly happened behind the scenes of Prime 4's development.

Because all the signs of a turbulent and messy production are pretty much evident with the way it turned out.
Lefty women, that's what.
they swarmed this development.

and an annoying Jew, who was the one who pushed for the Nerd.
 
View attachment 8284076
Seems like doing any kind of sequence break soft locks the game. Unsurprising, but still disappointing.
This is disappointing, but to be honest Prime speedruns are always boring to watch. Play the game normally until you clip out of bounds and slowly jump from collision pixel to collision pixel to go around a door or something.

Dread was the same way though, my son found a way to get a power bomb expansion early. In Super Metroid you'd just have power bombs after picking it up, but in dread it says "durr I dunno what this is for, you can't use it yet."
 
Not surprising. I'm already seeing the early warning signs of 4's problems in Prime 3. The linearity, the AI constantly telling you where to go, an unnecessary travel mechanic to get to different areas.
This is overblown, but I'll agree that going any further than what Prime 3 did is a bridge too far. That said, Prime 3 wasn't a game in a vaccum, it was the end of a planned out Trilogy. It was a finale featuring multiple planets getting the Tallon IV treatment, the stakes had to be raised. How do you suppose you travel to multiple planets without a space ship? How do you fight a war without talking to anyone? Whatever brief moments of NPC communication there are boiled down to the plot or plot-related elements. At worst I would say the Aurora Unit is a more ignorable version of Navi from OOT, who already isn't as bad as modern NPCs. It sure as shit didn't tell you exactly how to get somewhere whether you wanted to know or not, all the hint systems in the Trilogy could be turned off in the menu. I would say for a game which introduced all the things that it did, voice acting, numerous NPCs, an interactable gunship, Over 4 different planets, and a single escort mission - Prime 3 is how you do it without it breaking Metroid's atmosphere.

I would say the singular planet Viewros has less consistancy in and of itself than all of the various planets you explore in Prime 3 combined. Prime 3 put in the work to make and flesh out (with lore, music, flora, fauna, and architecture) the planets Norion, Bryyo, Elysia, Phaaze, and even the fuckin Pirate Homeworld. Do you know how awesome it is that someone on the dev team thought, "Hey, let's make an entire space pirate hive planet and go there because it would be cool", THAT is the quality of the old Retro.
I gotta say, I would really like to see an expose on what exactly happened behind the scenes of Prime 4's development.

Because all the signs of a turbulent and messy production are pretty much evident with the way it turned out.
I maintain that Namco likely did something very extreme, whether far too safe or far too Other M-tier. From there Nintendo announced the reboot and got Retro back purely for the name recognition, perhaps to buy themselves time, or because they themselves genuinely believed Retro could do it. From there I think the project was basically put on ice, ideas being spit-balled, staff being hired etc. with no one really knowing what to do or where to go (all the best Prime staff was gone by then). Then Prime 1's 20th anniversary approached, and I think Nintendo got the same idea they used for Grezzo and Zelda - *have a new team remake an older game and thus osmose them into being competant devs of new content*. The irony being I think this strategy failed twice, with Grezzo/Zelda and Retro/Metroid being unable to replicate the quality of the past.

Either way, the Prime Remaster was successfully completed as a "test run", and from there actual development on Prime 4 began, with one caveat. Nintendo had already poured so many shekels into the project that they had some "demands" for Prime 4 thinking it was nessecary to break even. "Make it more like BOTW", "Make it more like Halo". Which is where the 343 hires come in. I think from early 2023 to earlier this year the development was hell, I think good ideas were scrapped for "normie ideas", and all the while the Prime formula was being buried by hollow open world deserts and motorcyle mechanics. Metroid's atmosphere was being suffocated by mandated Marvel NPCs, and I think staff like Kenji Yamamoto were completely confused as to what the final game's vision would be, which is why the OST has no destinct personality.

The game was developed literally by commitee, one studio made the sound effects, another studio made the CG cutscenes, another studio did the voice acting, another studio developed the AI, everything was smashed together from disparate elements. The game was a frankenstein's golem, and Nintendo most likely KNEW it didn't have the 'right stuff' - which is why their marketing campaign for it was god damn DEAD. These niggers knew what they had and decided to cut their losses on it without shilling out for an advertisement campaign. I would bet anything that this general scheme of events is close to the truth of what happened behind closed doors.
 
The game was a frankenstein's golem, and Nintendo most likely KNEW it didn't have the 'right stuff' - which is why their marketing campaign for it was god damn DEAD. These niggers knew what they had and decided to cut their losses on it without shilling out for an advertisement campaign.
The game has so little that every trailer pretty much shows every setpiece in the game, the latest one even showing the final boss fight.
 
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