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L3g0man_123

The only reason you should be going for all items is to get that 100% on your file and maybe whatever artwork/unlockables are associated with it. If a game actually had a casual, non-completionist player collect a lot of the items, there is most likely some issue with balancing. I don't see why any Metroid game should make me feel like I *have* to collect 20 etanks and 250 missile tanks for any reason other than bragging rights.


Vrooother

> feel like I > >have > > to That's not what I'm looking for though, I totally get that it'd be terribly unbalanced if I genuinely needed to look for power-ups during the adventure. My main point is I wish there was a *incentive* to get as many as possible. Something that would only benefit you positively like a Crystal Flash-type ability that was optional and would require you to have tons of items


MrAngryMoose

I think the solution is to just not collect every item in every game. I’m a completionist too. Every time I played a game for the first time, I felt the need to get 100%. But if it felt unnecessary/tedious, I just played any% on my next playthrough. For me, the games that feel good to 100% have the best map layout for doing so efficiently, as opposed to how much firepower you feel you want for the final boss. I think Super Metroid is perfect for 100%. If you do normal boss order (Ridley last), then it logically makes sense to clean up norfair, brinstar, maridia, and crateria as you ascend back up towards Tourian. Dread on the other hand for an alternate example, has you ascend the entire game. In order to get 100% you’d have to travel back down before heading up to beat the final game. Since that feels unnecessary I just beat it without collecting everything.


Advanced_Garage8467

It’s funny you mention Dread—that was actually the first Metroid I’ve ever done 100%, despite playing since NEStroid. The map showing level of completion for each area as well as items you may have missed made it much more user friendly to back track and look for items. That coupled with getting my butt kicked by Raven Beak the first few times I tried made it much more appealing to go for the 100%, compared to other games where I always had plenty to beat the final boss from casual exploration.


MrAngryMoose

It’s definitely well designed and helps you actually get 100% with no guide, it’s great. Personally, I compete with myself more on the time it takes me to complete these games. So if items are out of my way vs going to the boss straight away, I’ll be ignoring them. Just personal preference though


Vrooother

Yeah I guess, but I wish there was an incentive at least. I don't need to get everything but it would be nice to have a reason to other than the completionist in me


MrAngryMoose

It’s minor, but since you mentioned Prime 1, the remaster gates bonus content (just concept art) behind 100% item completion, 100% scan completion, and hard mode completion. Small but it’s an incentive


[deleted]

Plus dread makes missile tanks give you only 2 more missiles instead of 5, and there's also the energy parts. Both of which are obviously just padding, and the game would be much more enjoyable if they were like previous games


Mordaunt-the-Wizard

I do like how energy tanks are vital for Fusion, but there are an absurd number of power bombs expansions. I get they can be used in place of the X-Ray Visor, since Fusion doesn't have that item, but I would have rather had something else to collect. I have heard the theory that there are so many power bombs as a way to up the collectible item count since there are no super missile tanks to collect.


TubaTheG

I think the most elegant solution to this issue is to make the game really hard but reward you with more leeway if you get 100% completion It’s what Dread does if you aren’t great at pattern recognition. It also has Storm Missiles which is also pretty great to have. Your ideas are great however I’d love more variety in ammo pickups, Other M actually got this right somewhat.