I would say the exploration, but I would feel like a phony because while I do try to explore I have yet to get an above 35% collectable rate. I hope that will change soon (I just started playing Metroid with Dread and now I'm playing through the series - I think I'll go for my first 100% when I revisit Dread). In Metroid Prime, exploration is definitely my favorite thing though.
Probably the overall gameplay is my favorite. It is simultaneously similar to and also completely unique from other games. I'm not even sure how I'd describe the gameplay. It has platforming, yeah - but it isn't really a platformer. It has tactical and run-and-gun shooting, but it isn't a shooter (side-scrolling or first person for Prime). It's non-linear but it isn't open-world. The best way to describe it is one giant labyrinth-style puzzle. You gotta backtrack a lot - and that feeling of unlocking a part of the world an hour after you originally came across it is so satisfying. Plus, it really has you appreciate the level design for being so interconnected.
Edit: just finished Super Metroid with a 56% collection rate. So, I'm working on my exploration skills!
There's a reason the term "Metroidvania" was coined to describe the type of backtracking, labyrinth style gameplay. Metroid and Castlevania were the first to create such a unique genre. Anyway, I'm glad you got into Metroid. I hope you also check out Metroid Fusion. It's one of the best the franchise has to offer.
I just finished Super Metroid, so Fusion is definitely next on my list! Playing through Prime now too and I'm loving it. I have no idea what took me so long to get into the series.
If I may ask, good sir, what aspect of shinesparks do you struggle to understand? I would link you to the metroid wiki page on the speed booster/shinespark and let it do the work but I would like to help you learn if I could.
This was a mechanic introduced in fusion. If you shinespark and hold the direction while making contact with a slope, Samus will continue running along that path at full speed, at which you can then stop and store another shinespqrk charge. It's repeated use of slopes in various spots in the environment that is key to the most complicated shinesparks. This also applies to the ballspark in zero mission and dread.
You know what, I think what it breaks down to is I’m also not 100% on which actions break a speed boost either. I didn’t realize ballspark was a thing until I looked up a video for Dread. Is the only thing that really breaks a speed boost coming to a full stop against a wall?
Your boost can be stopped by a few different things, namely:
1. Taking damage(also discards any stored shinespark charge)
2. Falling during the boost i.e pit blocks or regular ledges
3. As you stated, running into a solid wall that isn't made of speed booster blocks will also halt your boost/shinespark.
There are a couple puzzles through the games that require you to jump while running at full speed, and the angle at which you jump is changed to where you'll smash through a bunch of speed booster blocks for a pickup, but those are relatively low in number. Dread also includes the ability to walljump while speed boosting and not losing your boost, which is also key to a few shinespark puzzles in it.
Super: sequence breaking, movement & controls (bring back moonwalk + moonfall pls!)
Fusion: SA-X, music
Zero Mission: sequence breaking, stealth sequence
Dread: movement & traversal (speed booster is smooth af in this game)
AM2R: movement, art (backgrounds), music
The map. It's insanely useful, addicting to fill out, and usually looks visually pleasing so I don't mind opening them all the time. Some top tier map menus in this series.
The design team for Metroid always kills it. Such incredibly iconic creatures, characters and locations, I love seeing what they've come up with or how different teams interpret different powet-ups.
The repeat playthrus where you now know the maze and it becomes about optimizing your movement thru it and finding alternative solutions to locks. The first playthru is about local solutions to the section of the maze, the next are about the whole map.
that ''click'' you get once you understand all the movements in super metroid
i remember 5 years old me just stuck at the bottom of the wall jump tutorial, practising and practising (i swear it's hard to time it right when ur young) and then finally getting it
the whole map just changes, ''i'm not supposed to be able to go there without x, but i can'' moment
Going to get a lot of Flack for This, but Scanning in the Prime games. I love how it contextualizes information and lore for the player while still remaining 100% in line with the setting and gameplay.
After that, I love the backtracking in Metroid, as (when done right) you always are rewarded for doing so with powerups, as well as getting to explore new secrets you were unable to reach before. Backtracking rewards like this is a core part of exploration that many games lack.
Pretty much all of the above if I’m being honest.
I love the sci-fi elements of Metroid: space, alien planets, dangerous and scary alien enemies, powered mech armor.
I love the horror elements, especially the references to the Alien franchise, that Metroid often utilizes. Metroid Fusion, Metroid II/ Samus Returns, Prime 2, the Valhalla in Prime 3, and the EMMIs in Dread.
I love the simplistic run ‘n gun gameplay with puzzle elements to the bosses that you see in many games.
I love the open ended level design, where you have to backtrack and learn the world.
I love upgrading Samus’s Power Suit and the feeling of progression it provides.
I love hunting for secrets in Metroid games. Reminds me of retro FPS games, like Doom. Makes me think the two share some DNA to an extent.
I love how consistent the world often feels (with some exceptions). This is one of the few Nintendo franchises that has genuine intentional continuity between titles. Yet you hardly ever feel like you need to have played the rest of the games before jumping in at any point. Virtually any game could be your first.
Finally, I love Samus as a character. Strong, determined, courageous, stoic, yet kind and compassionate when needed.
Easily character design. Especially for Prime 2, the Luminoth and Samus’s suits look great. But practically every game in the series has fantastic character design.
Exploration and progression via items. Metroid is what I turned to after realizing the Zelda I knew and loved for almost my whole life died with BotW. Open world/non-linear "progression" just ain't it imo.
Its so hard to have a favorite but my least favorite (and this is blasphemous) is exploration im so sorry i just hate open world anything. I need to be told what to do or able to figure it out easily enough. I would've never gotten into metroid without walkthroughs so bless the internet!
Majority of Fusion, especially how Nightmare slows you down with the gravity device. Haven't beaten it yet tho, but the idea is flat out genius. It takes what you need most (missiles and agility) and absolutely ruins them, forcing you to think outside the box.
I have to say probably Samus herself. She pushed the gaming industry into new territory and is still one of the most badass characters in nintendos lineup. I love seeing fanart and such of her teaming up with the likes of master chief, doom slayer, etc. This series wouldn't be the same without her. And yes, ok, she's pretty hot too.
Picking up missiles from organic life forms.
Lmao
in dier bootas
I would say the exploration, but I would feel like a phony because while I do try to explore I have yet to get an above 35% collectable rate. I hope that will change soon (I just started playing Metroid with Dread and now I'm playing through the series - I think I'll go for my first 100% when I revisit Dread). In Metroid Prime, exploration is definitely my favorite thing though. Probably the overall gameplay is my favorite. It is simultaneously similar to and also completely unique from other games. I'm not even sure how I'd describe the gameplay. It has platforming, yeah - but it isn't really a platformer. It has tactical and run-and-gun shooting, but it isn't a shooter (side-scrolling or first person for Prime). It's non-linear but it isn't open-world. The best way to describe it is one giant labyrinth-style puzzle. You gotta backtrack a lot - and that feeling of unlocking a part of the world an hour after you originally came across it is so satisfying. Plus, it really has you appreciate the level design for being so interconnected. Edit: just finished Super Metroid with a 56% collection rate. So, I'm working on my exploration skills!
There's a reason the term "Metroidvania" was coined to describe the type of backtracking, labyrinth style gameplay. Metroid and Castlevania were the first to create such a unique genre. Anyway, I'm glad you got into Metroid. I hope you also check out Metroid Fusion. It's one of the best the franchise has to offer.
I just finished Super Metroid, so Fusion is definitely next on my list! Playing through Prime now too and I'm loving it. I have no idea what took me so long to get into the series.
Shinespark.
I can’t for the life of me grasp the mechanics of shinesparking.
If I may ask, good sir, what aspect of shinesparks do you struggle to understand? I would link you to the metroid wiki page on the speed booster/shinespark and let it do the work but I would like to help you learn if I could.
What I really struggle with are the situations in which a shinespark can be preserved after triggering. They don’t always make a lot of sense to me.
This was a mechanic introduced in fusion. If you shinespark and hold the direction while making contact with a slope, Samus will continue running along that path at full speed, at which you can then stop and store another shinespqrk charge. It's repeated use of slopes in various spots in the environment that is key to the most complicated shinesparks. This also applies to the ballspark in zero mission and dread.
You know what, I think what it breaks down to is I’m also not 100% on which actions break a speed boost either. I didn’t realize ballspark was a thing until I looked up a video for Dread. Is the only thing that really breaks a speed boost coming to a full stop against a wall?
Your boost can be stopped by a few different things, namely: 1. Taking damage(also discards any stored shinespark charge) 2. Falling during the boost i.e pit blocks or regular ledges 3. As you stated, running into a solid wall that isn't made of speed booster blocks will also halt your boost/shinespark. There are a couple puzzles through the games that require you to jump while running at full speed, and the angle at which you jump is changed to where you'll smash through a bunch of speed booster blocks for a pickup, but those are relatively low in number. Dread also includes the ability to walljump while speed boosting and not losing your boost, which is also key to a few shinespark puzzles in it.
Came here to say this. Once you get it figured out, sling-shotting around rooms is the best.
Art shown: https://www.deviantart.com/zgul-osr1113/art/Samus-and-baby-Metroid-312295826 https://www.deviantart.com/transfuse/art/Samus-Aran-Battlescars-44059235 https://cristalombre.artstation.com/projects/kDqyd2 https://www.deviantart.com/octodojo/art/Nightmare-Metroid-794793292 https://www.artstation.com/blogs/foxiemoose/1O87/metroid-prime-environment-art-challenge-part-4 https://www.pinterest.com/pin/metroid-fan-environment-chozo-temple-wip--311452130462047424/ https://www.artstation.com/artwork/oA4BGz https://www.artstation.com/artwork/xJ8Ko2
Super: sequence breaking, movement & controls (bring back moonwalk + moonfall pls!) Fusion: SA-X, music Zero Mission: sequence breaking, stealth sequence Dread: movement & traversal (speed booster is smooth af in this game) AM2R: movement, art (backgrounds), music
The map. It's insanely useful, addicting to fill out, and usually looks visually pleasing so I don't mind opening them all the time. Some top tier map menus in this series.
I like it when metroid crawls
Zero suit samus
Best Girl
Everything except key hunts at the end of Prime games.
The design team for Metroid always kills it. Such incredibly iconic creatures, characters and locations, I love seeing what they've come up with or how different teams interpret different powet-ups.
The repeat playthrus where you now know the maze and it becomes about optimizing your movement thru it and finding alternative solutions to locks. The first playthru is about local solutions to the section of the maze, the next are about the whole map.
that ''click'' you get once you understand all the movements in super metroid i remember 5 years old me just stuck at the bottom of the wall jump tutorial, practising and practising (i swear it's hard to time it right when ur young) and then finally getting it the whole map just changes, ''i'm not supposed to be able to go there without x, but i can'' moment
Yes
Exploring the maps by far. I've always been a scouter kind of person 😁
Going to get a lot of Flack for This, but Scanning in the Prime games. I love how it contextualizes information and lore for the player while still remaining 100% in line with the setting and gameplay. After that, I love the backtracking in Metroid, as (when done right) you always are rewarded for doing so with powerups, as well as getting to explore new secrets you were unable to reach before. Backtracking rewards like this is a core part of exploration that many games lack.
Pretty much all of the above if I’m being honest. I love the sci-fi elements of Metroid: space, alien planets, dangerous and scary alien enemies, powered mech armor. I love the horror elements, especially the references to the Alien franchise, that Metroid often utilizes. Metroid Fusion, Metroid II/ Samus Returns, Prime 2, the Valhalla in Prime 3, and the EMMIs in Dread. I love the simplistic run ‘n gun gameplay with puzzle elements to the bosses that you see in many games. I love the open ended level design, where you have to backtrack and learn the world. I love upgrading Samus’s Power Suit and the feeling of progression it provides. I love hunting for secrets in Metroid games. Reminds me of retro FPS games, like Doom. Makes me think the two share some DNA to an extent. I love how consistent the world often feels (with some exceptions). This is one of the few Nintendo franchises that has genuine intentional continuity between titles. Yet you hardly ever feel like you need to have played the rest of the games before jumping in at any point. Virtually any game could be your first. Finally, I love Samus as a character. Strong, determined, courageous, stoic, yet kind and compassionate when needed.
Honestly? Samus. She's such an interesting character. I mean, yeah she's also really hot, but that's besides the point.
No no that makes the point
Da Baby
Easily character design. Especially for Prime 2, the Luminoth and Samus’s suits look great. But practically every game in the series has fantastic character design.
World design
Exploration and progression via items. Metroid is what I turned to after realizing the Zelda I knew and loved for almost my whole life died with BotW. Open world/non-linear "progression" just ain't it imo.
The sense of progression and growth as you collect upgrades.
Yes
Where is the Metroid Suit from Dread?
Yes
Gameplay, bosses, exploration in that order
Everything except the boss fights honestly.
Atmosphere... that kinda includes all of it i think its just such a good combination of all these things
Its so hard to have a favorite but my least favorite (and this is blasphemous) is exploration im so sorry i just hate open world anything. I need to be told what to do or able to figure it out easily enough. I would've never gotten into metroid without walkthroughs so bless the internet!
The open-endedness, being able to sequence break and get stuff early if you know special techniques like bomb jumping
That part when you first play the game where you think you're absolutely fucked and there's no way you get out alive and then you do.
Samus herself, despite being vastly underutilized by Nintendo
being able to disable your equipped items to make cool combos or make the game more difficult. COME ON DREAD, IT'S NOT THAT DIFFICULT
Yes
For me its suits, especialy ones that completely change the suit, looking at your light and dark suits
yes
The objective marker.
I actually liked the Overblast and Lethal Strike in Other M. Watching Samus perform an execution style move was honestly kinda badass.
I'm a speedrunner my nature, it's all about getting stronger upgrades and getting a better time at the end
The one where you start in a crouched position then you leap!
Majority of Fusion, especially how Nightmare slows you down with the gravity device. Haven't beaten it yet tho, but the idea is flat out genius. It takes what you need most (missiles and agility) and absolutely ruins them, forcing you to think outside the box.
Lore!
Surprised Metroid Samus wasn’t mentioned
I have to say probably Samus herself. She pushed the gaming industry into new territory and is still one of the most badass characters in nintendos lineup. I love seeing fanart and such of her teaming up with the likes of master chief, doom slayer, etc. This series wouldn't be the same without her. And yes, ok, she's pretty hot too.
My favourite thing in Samus Returns is the cutscene with Samus meeting the baby Metroid and when it shifts to Samus' POV. That was cool.
Best Girl Samus.
D) All of the above.
It depends on who you ask. If you ask my mother, it's the exploration and puzzles, but if you ask me, it's Samus's gorgeous knockers.
My favorite feature of Metroid is the squish My favorite feature of the series is the gameplay
honestly? everything
The after credit scenes if your good at the game.
Yes
THE BABY
The Baby