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    Metroid Prime 2: Echoes is the worst sequel ever made
    Topic Started: Dec 31 2010, 12:48 AM (908 Views)
    Vhfaj
    ChuChu
    I've been playing through this game a lot recently, and I just realized it must be the worst sequel ever made.

    Great graphics and gameplay is wasted on horrible design choices. For example, before you get the Dark Suit you often have to wait long periods of time inside light bubbles to fill up your energy. That's just stupid, because there's nothing to do besides waiting inside of those bubbles.

    The nine last keys can be a pure hell to find if you happen to miss the clues (keybearer lores) along the way, OR if you take a break from playing and get back months later.

    The Boost Guardian boss is vastly overpowered because you really don't have any control when he's going to hit you while rolling around.

    Why do you have to find 18 keys throughout the game? That just makes for a ridicolous amount of backtracking through worlds where enemies spawn back as soon as you re-enter a room.

    When you get the Spider Ball and the Boost Ball you have absolutely NO IDEA where to go next (I always turn the hint system off because I consider it cheating). You have already been to the areas where you're supposed to go, so the map will show those rooms in orange=already visited. What you have to do here is simply to backtrack through the whole game until you stumble upon the right room by accident. That's just horribly bad design and nothing else.

    The game is difficult in the wrong ways. Some of the bosses (Boost Guardian, Emperor Ing) have attacks that are just chaotic and pretty much impossible to avoid. You don't have control of the situation, merely hoping that "just one more hit and he's down..."

    The first and the third game are good, but this piece of design blunders made me realize that Retro might be great artists, but maybe not so great game designers.
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    BonBon
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    Not a Paratroopa
    More like the best game in the entire Metroid series.

    Vhfaj
     
    Great graphics and gameplay is wasted on horrible design choices. For example, before you get the Dark Suit you often have to wait long periods of time inside light bubbles to fill up your energy. That's just stupid, because there's nothing to do besides waiting inside of those bubbles.

    You should not be losing that much energy in the Dark World to begin with.
    If you're restoring to full health every time you enter a light ball, you're a wuss.

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    The nine last keys can be a pure hell to find if you happen to miss the clues (keybearer lores) along the way, OR if you take a break from playing and get back months later.

    The only problem with the Keys is that you can't get them until you're done with Sanctuary Fortress.
    The hints from the pillars tell you what room where each one is. You can't get any more direct than that.

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    The Boost Guardian boss is vastly overpowered because you really don't have any control when he's going to hit you while rolling around.

    learn2dodge
    He wasn't even the hardest boss in the game.

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    Why do you have to find 18 keys throughout the game? That just makes for a ridicolous amount of backtracking through worlds where enemies spawn back as soon as you re-enter a room.

    The areas are small and not that hard to get around.
    Unless you're absolutely lost, the amount of backtracking you have to do shouldn't be that bothersome. It was far worse in the first Prime, where to get anywhere you'd have to traverse through Magmoor Caverns a dozen times.

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    When you get the Spider Ball and the Boost Ball you have absolutely NO IDEA where to go next (I always turn the hint system off because I consider it cheating). You have already been to the areas where you're supposed to go, so the map will show those rooms in orange=already visited. What you have to do here is simply to backtrack through the whole game until you stumble upon the right room by accident. That's just horribly bad design and nothing else.

    If you're turning off the hint system and then whining about the game not directing you where to go next, that's ridiculous. You should only be turning off the hint system if you prefer to explore at your own pace and don't mind backtracking.
    You could always write notes, too. that's usually what I do when i spot something that I can't cross until I find another item.

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    The game is difficult in the wrong ways. Some of the bosses (Boost Guardian, Emperor Ing) have attacks that are just chaotic and pretty much impossible to avoid. You don't have control of the situation, merely hoping that "just one more hit and he's down..."

    Unless you're playing on the highest difficulty the game should not be that hard.
    Emperor Ing is annihilated by the elemental beams and screw attack. Boost Guardian is simply learning to work around his pattern.
    Every boss is a glorified puzzle.

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    The first and the third game are good, but this piece of design blunders made me realize that Retro might be great artists, but maybe not so great game designers.

    Prime 3 was one of the worst games in the Metroid series.
    Terrible final area, pathetic final boss fight, the planets really weren't memorable, almost all the new equipment was for ship and hyper mode, and the energy cells were the worst of all the collectathons.
    That piece of design blunders made me realize Retro might be great artists, but maybe not so great game designers.
    Edited by BonBon, Dec 31 2010, 12:57 PM.
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    Quantom X
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    Man of Game War
    Hater gonna hate
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    The Fire of God
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    BuffaloX7
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    Fall4Hall
    This topic made me lol.

    Vhfaj
     
    I've been playing through this game a lot recently, and I just realized it must be the worst sequel ever made.

    No no no. If you seriously think that, you need your head examined.

    Quote:
     
    Great graphics and gameplay is wasted on horrible design choices. For example, before you get the Dark Suit you often have to wait long periods of time inside light bubbles to fill up your energy. That's just stupid, because there's nothing to do besides waiting inside of those bubbles.

    Then you're playing it wrong. See all those Ing tentacle-looking things around? Shoot them for energy.

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    The nine last keys can be a pure hell to find if you happen to miss the clues (keybearer lores) along the way, OR if you take a break from playing and get back months later.

    Dark Visor. Scan dead Luminoth's again. Use a fucking guide. Real simple.

    (@BonBon: Red Scan Luminoth's)

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    The Boost Guardian boss is vastly overpowered because you really don't have any control when he's going to hit you while rolling around.

    A boss that's unpredictable? That's overpowered! Time to complain big time! /sarcasm

    Just stand up, and jump around like a freak. That works for me.

    (@BonBon: He is the hardest boss in the game. He was the only boss I died to in Hard Mode, and I died to him twice. I easily beat every other boss.)

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    Why do you have to find 18 keys throughout the game? That just makes for a ridicolous amount of backtracking through worlds where enemies spawn back as soon as you re-enter a room.

    Because Retro is a jerk. Keys suck.

    Quote:
     
    When you get the Spider Ball and the Boost Ball you have absolutely NO IDEA where to go next (I always turn the hint system off because I consider it cheating). You have already been to the areas where you're supposed to go, so the map will show those rooms in orange=already visited. What you have to do here is simply to backtrack through the whole game until you stumble upon the right room by accident. That's just horribly bad design and nothing else.

    >no hint system
    >your complaining
    >solution: use hint system

    Experts of the Prime Trilogy use no hint system. You aren't an expert if you can't figure out where to go.

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    The game is difficult in the wrong ways. Some of the bosses (Boost Guardian, Emperor Ing) have attacks that are just chaotic and pretty much impossible to avoid. You don't have control of the situation, merely hoping that "just one more hit and he's down..."

    No attack is impossible to avoid, or pretty much impossible. You do have control. Get better at this game.

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    The first and the third game are good, but this piece of design blunders made me realize that Retro might be great artists, but maybe not so great game designers.

    You're seriously calling Retro decent game designers? Not amazing game designers? Come on bro. Don't put the blame on them because Nintendo made them hurry the fuck up when they were only 30% done.

    Also, BonBon, I strongly disagree. Prime 2's a good game, but in Metroid standards, it's in the bottom half for me. Top game for me is easily Metroid Prime. Prime 3 is in the top for me as well. And if you think the energy cell collection is hard, you're clearly wrong. You can acquire all the required energy cells while playing through, and the remaining 3 energy cells aren't that hard to get either (pretty much 2, since one of them stares you right in the face). Worst is Prime 2, because you can't collect them all until you have the final suit upgrade (3/9 can be gotten without the Light Suit). In Prime 1, you could easily finish backtracking before the Omega Pirate, then backtrack back after you beat him for the final artifact.
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    Not changing signature until BMJ gets banned again. Started 11/26/2010.
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    BonBon
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    Not a Paratroopa
    Energy cells weren't hard.
    It was simply the most boring of the quests. I'm happy that they made them available early on, but I had practically all the required ones by the time I was entering the Pirate Homeworld.

    If they were going to make them that easy to collect, you might as well skip having a collectathon quest altogether.
    Edited by BonBon, Dec 31 2010, 05:31 PM.
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