The Metroid 2 Effect - Is this real or am I insane

Don't understand the backtracking complaints and hardships about Super Metroid.

I have played it exactly once about 15 years ago and had no problems. Are you people stupid or something? It is fun to revisit areas with new abilities and discover secrets and new paths in a detailed, layered world.
 
Don't understand the backtracking complaints and hardships about Super Metroid.

I have played it exactly once about 15 years ago and had no problems. Are you people stupid or something? It is fun to revisit areas with new abilities and discover secrets and new paths in a detailed, layered world.
It's not hard, it's fun. Why wouldn't it be fun to go "Hey I bet this cool new item I just found will get me into that area I passed a while back "? I think people are missing the point of Metroid. If you are genuinely struggling that much you're either really bad or don't actually like the game genre. Or are only used to the games that hold your hand so you literally don't know how to explore on your own.
 
It's not hard, it's fun. Why wouldn't it be fun to go "Hey I bet this cool new item I just found will get me into that area I passed a while back "? I think people are missing the point of Metroid. If you are genuinely struggling that much you're either really bad or don't actually like the game genre. Or are only used to the games that hold your hand so you literally don't know how to explore on your own.
Face it, we are just better.

 
People are fawning over Metroid 2 because a bunch of things in its same vein came out. Same reason everyone loves Earthbound despite never having played it. They just love the things based on it, and assume the original is some sacred piece of gaming legend for inspiring the thing they do have actual experience with.

It's not hard, it's fun. Why wouldn't it be fun to go "Hey I bet this cool new item I just found will get me into that area I passed a while back "? I think people are missing the point of Metroid. If you are genuinely struggling that much you're either really bad or don't actually like the game genre. Or are only used to the games that hold your hand so you literally don't know how to explore on your own.
A lot of the complaints of Super Metroid being hard are from stuff like having to powerbomb that one glass tube, or the prevalence of hidden bombable walls in general. It's not hard, just tedious to have go to try every item on every block until something happens.
 
A lot of the complaints of Super Metroid being hard are from stuff like having to powerbomb that one glass tube, or the prevalence of hidden bombable walls in general. It's not hard, just tedious to have go to try every item on every block until something happens.
Soooooooooooooooo fun fact about that one glass tube you had to powerbomb. If you sit and watch the Attract Mode (aka don't touch anything) the game will show Samus bombing that tube, what you can do with the grapple beam, crystal flash and shinespark.
 
Soooooooooooooooo fun fact about that one glass tube you had to powerbomb. If you sit and watch the Attract Mode (aka don't touch anything) the game will show Samus bombing that tube, what you can do with the grapple beam, crystal flash and shinespark.
Always always always watch the demo footage on the title screen. This is Gaming 101 shit.
 
That's not much different from saying "just look it up on GameFAQs". It's not really exploration if you have to be explicitly shown it in a video.
The fact there was other broken tubes nearby, how the map showed there was a bit above and below to explore, and you just got a screen clearing weapon would have been enough context clues to blow some shit up.

I'm also remembering that ALOT of games would add stuff to the demo footage (since there was no internet) so it was expected that players would read the manual, watch the intro, and talk with their friends about it.
 
Last edited:
The fact there was other broken tubes nearby, how the map showed there was a bit above and below to explore, and you just got a screen clearing weapon would have been enough context clues to blow some shit up.
This would kinda work in modern contexts where large objects are often breakable, but not in SNES or NES era where things are more often much more signposted because a specific sprite object is the only one that responds in a certain way to certain things. There's lots of broken shit all over the place and power bombs don't break large objects elsewhere, and the sort of meta-reasoning you'd have given the level of technology in vidya in real life at the time would preclude that sort of thinking.
 
Soooooooooooooooo fun fact about that one glass tube you had to powerbomb. If you sit and watch the Attract Mode (aka don't touch anything) the game will show Samus bombing that tube, what you can do with the grapple beam, crystal flash and shinespark.
Yup, I watched that the first time I played, and as soon as I got the power bomb I knew what I had to do. And then discovered I couldn't swim in water yet so I fucked off to find that upgrade. But hell, even if you don’t watch the opening video, the game gives you a pretty big fucking clue by having an already busted tube nearby to tell you that shit's fragile. Even if you don’t immediately think power bomb, you should get to it eventually through process of elimination.
 
This would kinda work in modern contexts where large objects are often breakable, but not in SNES or NES era where things are more often much more signposted because a specific sprite object is the only one that responds in a certain way to certain things. There's lots of broken shit all over the place and power bombs don't break large objects elsewhere, and the sort of meta-reasoning you'd have given the level of technology in vidya in real life at the time would preclude that sort of thinking.
I really have to disagree with you here. That glass tube is literal the only intact glass bridge in the entire game and the fact that you go through it multiple times strengthens the imprint it makes on your mind. Also when you crossed through it your minimap says that you're in a new area called "Maridia" with a new tileset and everything. Players might not know WHAT they have to do, but they are told more then enough times that it is SOMETHING you have to do in that little area.
 
This would kinda work in modern contexts where large objects are often breakable, but not in SNES or NES era where things are more often much more signposted because a specific sprite object is the only one that responds in a certain way to certain things. There's lots of broken shit all over the place and power bombs don't break large objects elsewhere, and the sort of meta-reasoning you'd have given the level of technology in vidya in real life at the time would preclude that sort of thinking.
it's even simpler than that, the square for the map had no bottom, so you knew there was shit below it. after that it becomes an issue of "how do I get down there".
bombing random blocks was also only necessary if you wanted to 100% it.
 
This would kinda work in modern contexts where large objects are often breakable, but not in SNES or NES era where things are more often much more signposted because a specific sprite object is the only one that responds in a certain way to certain things. There's lots of broken shit all over the place and power bombs don't break large objects elsewhere, and the sort of meta-reasoning you'd have given the level of technology in vidya in real life at the time would preclude that sort of thinking.
Games were harder back then. You can't handle it. It's okay.

kGpRV5p.jpg
 
Don't understand the backtracking complaints and hardships about Super Metroid.

I have played it exactly once about 15 years ago and had no problems. Are you people stupid or something? It is fun to revisit areas with new abilities and discover secrets and new paths in a detailed, layered world.
I learned to just accept that people who got into gaming after like...1999 maybe? They just need their hand held. It became really apparent when I met people in their late teens and early 20's who just couldn't handle Majoras Mask when I was mastering that shit at the age of 11.

This would kinda work in modern contexts where large objects are often breakable, but not in SNES or NES era where things are more often much more signposted because a specific sprite object is the only one that responds in a certain way to certain things.

Fucking wot m8? NES and SNES era was full of games with hidden shit with absolutely no signpost at all. It was specific game design to try and sell guides and magazines.

If anything, Super was being really fucking generous with the amount it gave.
 
Remembering that era more now I want a "Crash at Demonhead" effect. That game honestly might have been the first "open world" (as much as you can get on the NES) game I ever played and beat.
 
Most people who are bashing Samus Returns and the like say that the developers of the original knew the limitations of the original Game Boy, and used it to their advantage to make a somber and melancholy experience at the end, and that the remakes decision to go more action packed at the end is a complete disrespect to the franchise and the game's original vision.

Seriously, the Metroid fanbase is one of the most insufferable I've ever come across.

And considering how autistic a lot videogame fandoms tend to be (Like Resident Evil's "muh tank controls and fixed camera" or Castlevania's "muh stiff jump") that's a hell of an acomplishment.

Metroid 2's limitations are what made it ripe for remake, official or otherwise. Same reason why the original game got a remake ages ago, which itself had a far bit of hate against it at the time for daring to expand with new areas, bosses, and weapons (in the end). It's also why Super Metroid hasn't gotten a remake: save doing it in 3D or animated (in the vein of DuckTales Remastered), what more could they add or do to improve the experience?

That's kind of funny, but that's exactly what Resident Evil REmake did, it added new areas, new weapons, new enemies, better graphics, some gameplay tweaks, it was a game that used the original as a base and used all the power the new generation consoles had to offer at the time to make the best game possible, and, despite how autistic the RE fandom can be, REmake seems to be considered the gold standard when it comes to remakes, an example of how a remake should be done, yet for some reason Metroid fans don't seem to like when a remake of an old game dares to improve or change anything, seriously when it comes to autistic fandoms, Metroid fans are kind of in their own league.
 
Last edited:
  • Like
Reactions: Judge Dredd
I remember Halo 3 ODST being pretty divisive at launch but now it's a darling with the fans. Reach has gotten *some* of the same treatment, but nowhere near the same success. IDK, I hate DMR marginally less now then I did in 2010.
 
  • Agree
Reactions: Judge Dredd
yet for some reason Metroid fans don't seem to like when a remake of an old game dares to improve or change anything, seriously when it comes to autistic fandoms, Metroid fans are kind of in their own league.
exception to the rule, tell me how many remasters were good and actually improved the original, and how many were fucked up (be it gameplay, graphics or simply atmosphere).
 
  • Agree
Reactions: Jimboree
The Metroid ones are the few exceptions, and yet the fanbase still hates them, or at least, Samus Returns. Need proof of just how insufferable the Metroid fanbase is? Here's some of their responses to the changes SR made in its final level to be more action packed.

I found this cool comment while watching The Geek Critique’s review of Samus Returns   Metroid.png

I found this cool comment while watching The Geek Critique’s review of Samus Returns   Metroid...png

All things considered, it has caused me to not want to play AM2R, if only because of how much the fanbase constantly praises it like it's the second coming of Christ, and that the fans "get" the series more than Nintendo, with the latter being clueless idiots.

As for how they want Samus to be portrayed out of the suit? While yes, she should be more fit than what she was like in Other M, they take it way too far in the other direction. No sexualization at all, and the Zero Suit has got to go.

Not sure if this is a popular opinion here, but my favorite Samus design was the one they gave...png

Not sure if this is a popular opinion here, but my favorite Samus design was the one they gave...png

LightDragonman1 comments on Tactical Zero Suit redesign  Jared Calder .png

Tactical Zero Suit redesign  Jared Calder    Metroid.png

They'd much rather have her look like this.
bkcrmatf0ec41.jpg

y0hr3flrael21.png

I could go on, such as how they absolutely hate anything remotely anime or Japanese related in a new title, saying that only the West gets the series and anything anime or Japanese is a tumor that needs excising (which may imply that the fanbase hates Japan for "ruining the series" due to Other M) in order to appeal to the Western audience and Nintendo needs to stop trying to get Japanese audiences into it (which admittedly, is part of why Other M turned out the way it did), but you get the point.

And I'm not even gonna bother explaining how much they want Sakamoto dead or homeless, and will never again give him another shot at the franchise, all because of one game that he admittedly didn't do a good job on. Only his head on a platter will appease them.
 
This would kinda work in modern contexts where large objects are often breakable, but not in SNES or NES era where things are more often much more signposted because a specific sprite object is the only one that responds in a certain way to certain things. There's lots of broken shit all over the place and power bombs don't break large objects elsewhere, and the sort of meta-reasoning you'd have given the level of technology in vidya in real life at the time would preclude that sort of thinking.
Bombing that tube was a mind blowing moment exactly because you're not supposed to be able to destroy stuff like that. Removing that part would have made Super Metroid a lesser game.
 
Back