Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Evan_B

Pages: [1] 2 3 ... 142
1
Nintendo Gaming / Re: What will Nintendo release in 2026?
« on: January 28, 2026, 11:01:17 AM »
With the announcement of the Virtual Boy release cycle, I guess I’m timed out of this experiment. Also, it’s the end of January so I think I missed my chance. I find the current state of the industry and Nintendo’s place in it to be a bit miserable, so I didn’t have the heart to predict any delightful surprises or rational expectations for what Nintendo will release this year. I hope all your dreams come true and you earn points for the Switch 2 hardware becoming more expensive, and I hope Fire Emblem is Nintendo’s biggest release of the year but doesn’t meet sales expectations.

2
General Gaming / Re: What are you playing?
« on: January 20, 2026, 04:44:39 PM »
I didn’t know what Unrailed was and now I desperately want to play it.

3
I think it’s very likely that Nintendo considers non-turn-based RPGs as “action” games, particularly Xenoblade and also Legends Z-A.

4
I played 95 games this year
:o
It was a lot of returning to already purchased games, particularly a number of Switch releases on my Switch 2, in hopes of seeing base performance enhancements on the new hardware. But yes, I own way too many Switch games.

5
I’m almost embarrassed to admit my numbers.

Almost.

I played 95 games this year with a total 964 hours. Gross!

My top three game play times this year were:
1) Pokémon Legends Z-A: 163 Hours
2) Xenoblade Chronicles X Definitive Edition: 98 Hours
3) Rune Factory: Guardians of Azuma: 91 Hours

My top genre was “Action,” which is incredibly vague as a descriptor, but okay.
January: Korg Gadget for 8 hours.
February: Crypt Custodian: 10 hours
March: Xenoblade X: 23 Hours
April: Xenoblade X: 51 Hours
May: Xenoblade X: 23 Hours
June: Mario Kart World: 17 Hours
July: Rune Factory: 48 Hours
August: Rune Factory: 36 Hours
September: Daemon Ex Machina: Titanic Scion: 18 Hours
October: Pokémon Legends Z-A: 69 (acceptable) Hours
November: Pokémon Legends Z-A: 73 Hours
December: Metroid Prime 4: Beyond: 46 Hours

I’ll have to upload my stats somewhere so that I can do a direct link.

6
General Gaming / Re: What are you playing?
« on: January 13, 2026, 05:09:11 PM »
What games do you recommend for a beginer who has never played anything?  :-\

I recommend playing all the NES games you can then. With the NES, the videogame industry was still in its infancy so a lot of games are quite simple and controllers didn't have the amount of buttons that they do now. Since the games are simple they are quite easy so you should have a great time playing them, Mr. Spambot. A few good choices to start would be Metroid, Zelda II, and Ninja Gaiden. Happy gaming.
Just perusing this thread and had a nice chuckle. Profound perspective here.

Well, I might as well make this a worthwhile post, so… I’ve been playing Spiritfall. Essentially, it’s “what if Hades was Smash Bros. Classic mode?” Above anything, it has great movement, and the inputs are very intuitive. I am very happy with the movesets that you obtain, which essentially changes the entirety of your inputs except for a light ranged attack and air dodge. It really does not feel like anything is directly ripped from Smash, which is admirable given how many characters exist in Ultimate. Lots of escalating difficulty modifiers and quirks that add to the complexity of your run, but the “rooms/floors” are truly just waves of enemies, with a special instance that can be pure 1v1. My main complaint is the aesthetics, actually, as learning how some enemies move and attack was a bit strange, though the playable character is painfully generic. It can be modified with new “masks” and skins, some of which are based off of other more recognizable properties, but the game feels aesthetically more in line with Brawlhalla, or at least, what I can conjure of that game in my mind.

7
TalkBack / Re: 2025 In Review: The Games That Angry Up The Blood
« on: January 06, 2026, 09:45:13 PM »
Video games… bad?

8
Nintendo Gaming / Re: Metroid Prime 4: Beyond [Volt Forge]
« on: January 05, 2026, 08:01:43 PM »
I have defeated hard mode.

Sweet jebus that final boss.

9
I’m up for it! This sounds hilarious.

10

Daemon Ex Machina was incredibly stylish, but not for me. I love me some mechs but I think that the demo did not do a great job of showing me why I might want to spend hours optimizing a build in order to tackle specific missions. On that note, mission-structured games lend themselves to trial and error a bit too often, and sometimes it can be a bit frustrating to feel that there's nothing else to do but simply take on the same set of challenges with little reprieve. So when the sequel was announced as a more open world structured experience with powersuits rather than mechs, my interest was piqued- not that I don't like mechs, of course, but this sequel looked to be attempting something different from various angles. My decision to purchase the game was further bolstered by a hefty demo that allowed for some free exploration and optional combat.

In retrospect, the way objectives are telegraphed in video games is quite important. I say this because despite the open world presentation of Titanic Scion, it is still very much a mission-based mech combat game, which perhaps begs the question of why it needs three large open world environments. Now, looking at these maps, it might not seem like they are very “open,” or at least, freely explorable in terms of terrain interaction. While Titanic Scion does have some surprisingly stringent altitude limits and the maps might look a bit narrow, there's actually huge swaths of open space, populated with all sorts of structures, enemy types, and collectables. Essentially, this is the je ne sais quoi I felt was lacking from a purely mission-based game: the ability to just go off and screw around in a powersuit if I was feeling bored by the main narrative or challenged by a particular mission.

There are several systems built into the open world that make it a lucrative venture, one being the various kinds of loot obtained from unstructured enemy encounters. The enemy types that can be encountered in the field are Immortals, Sovereign Axiom Forces, and Colossi, which roughly translates to "eldritch beasts, guys equipped similarly to yourself, and really big things that you'll probably waste all of your ammo trying to kill." Immortals and Colossi can drop fusion materials that can be converted into valuable skills at base, with some allowing for specialized weapon techniques and others generally enhancing base abilities. This does come with the added effect of slowly transforming your player character into an inhuman abomination, which is fun! The Sovereign Axiom will drop development schema and various types of equipment, which can be swapped on the field or sent back to your hanger for future use. Then, there are the bits and bobs to be found elsewhere: mineral deposits to be used in conjunction with development plans, basic items and drops, graffiti that can be copied as decals, and a few types of currency that can be gathered to convert into specific buffs. What might surprise is that missions don't randomly trigger in the open world- the fights with colossi must be sought and engaged with, and there are some scripted skirmishes that you can resolve. Every mission is initially started at your base, at which point the player must find the NPCs on the world map and help them out. Hence, another reason for exploration: doing so offers a number of spawn points that can reduce your travel time.

Mind you, travel from one location to the next is not hugely difficult. Any enemy won't really be able to impede your movement from one point to the next- if you remain airborne or sprinting. Both of these cost Femto, one of the game's stamina systems. Yes, I said one. There's also stamina that is used for guarding, dodging, and special skill inputs. Now, just traveling by foot is a bit slower, and Titanic Scion does offer vehicular travel, whether atop an Immortal mount or using a nice car or wonky bike. I have to say, if Metroid Prime 4's Vi-O-La is the zenith of smooth and easy to control vehicle movement, the mounts in Titanic Scion aren't quite the opposite, but are wildly rewarding as a result of their own inadequacies. They react to each minor bump, they vault off of hills at high speeds and flip over at any point. It's kind of awesome, in its own dumb way.

Overall, traveling the open world is fun, effortless, and can be made more interactive simply by going out of your way to explore, engage in enemies, or screw around with things. But what is there to do, really? Well, the game also features a number of Sovereign Axiom facilities and natural tunnels, which offer dungeon-like experiences for the player to explore. While the rewards within these areas are only occasionally worthwhile, they are capital-C content, and offer a variety of unique scenarios that can test particular types of builds. And boy, builds really are the name of this game's... game, you know? There's a variety of armor and weapon types that you could use to outfit your Arsenal: revolvers, laser rifles, shotguns, machine guns, sniper rifles, bazookas, miniguns, knives, tachi, beamswords, single and two-handed swords, knuckles, shields, bows, status-guns, railguns, missile launchers, drones... I might have missed a few, but yeah. That's quite a bit.

Too bad nearly everything folds to flinch-rate melee attacks.

It's a bit of a shame, there's really only two matches in the game's coliseum battles that gave my high-mobility laser damage build a run for its money, which... I don't know, is maybe not-great for a game priding itself on variety of approach. But to be fair, that doesn't mean other builds wouldn't be as effective, and the coliseum is hardly the only type of skirmish that exists. There are plenty of Colossi battles that require more heavy-duty, longevity-focused builds to overcome, and the boss battles add some much-needed environmental and special-skill gimmickry for the player to grapple with. The added bonus is, much in the vein of the first game's ethos, you can replay these boss battles (and Colossi battles that you don't want to find in the field again) over and over for gear farming. Why, you ask, would you want to do that? Well, there are specific areas and enemies in the game that require highly specific gear composition. Some content even requires team-play (which I will never experience because I have no friends and refuse to be the carried member of a random squad)! There's also sort of randomly-generated dungeons you can access forever and forever on your own or with friends (that I don't have) that could make this game last forever. Because that's what every game needs to be these days: a forever game.

...I haven't touched the DLC campaign yet.

So, even if this game is pretty much "smash your toy robot against everything else," what is the actual story? That's a great question. It's also extremely hard to answer because you have factions within factions and traitors and schemes and dear god the main villain is named Void and I need to protect the Alpha from the Trinitas and the world is comprised of Humans and Outers and the Outers feel like puppets to the humans but the Trinitas have been ruling the world via the Sovereign Axiom and what the hell is happening? The thing is, the game starts with a genuinely compelling rebellion from within the ruling class and... this eventually is inconsequential because the plot is hijacked by a christlike figure who isn't you, the playable character. Not that it needs to be, mind you, but your own journey of redemption is compelling enough on paper to serve as the grounds for a game. And I guess the writers felt that would be a bit blase, so instead we got intense screaming, proselytizing, and monologuing out the whazoo. The end result is the most anime version of Children of Men you'll ever experience, but that's a lovely thing, isn't it? Children are the hope of the future, not some mirthless, awful future that involves suffering. And what is more inspiring for the next generation- I dare say what better way to show them the beauty of the world than sweet, sweet customizable armored powersuits?

...I don't know, I've returned to this place because I am reminded of a time when I would write, impassioned and free, about the merits of video games. As I age, I see how little people actually want to engage with this sort of discussion, and I gaze upon my own works and wonder whether my rants were because I believed in the artistic merits of a game, or if I just vehemently chose to defend my personal taste. In the case of Titanic Scion, I find myself enjoying a game quite a bit- the ability to just explore, and engage in enemy combat if I want to. I've hit forty hours and while I don't imagine I'll be able to wring much more out of its environments and missions, I know there's much more for me to find. The bosses in the game were pretty easily dealt with through some cheesy builds I created with a bit of tinkering and gear farming, but there are much more daunting enemies out there that I don't think I'll be able to best for a while longer- or without friends. And I find that satisfying, the idea of having something to keep coming back to play. I have other games to play, but Titanic Scion feels comfortable, despite its intense metallic rock soundtrack and desolate, grungy visuals. Heck, its comfortable enough that I find myself looking forward to the eventual model kits being produced by Bandai Namco that will probably be way too expensive in 2026 because what isn't, right? And I think about what games I choose to make a part of my personality- the things to which I commit myself, and try to prove worthy to others. If I can justify the existence of these games, then perhaps I have justified a bit of my own existence- if only a bit. Games are a power trip, but it depends what sort of trip you want to take. I think role-playing games appeal to me a great deal because of their payoff through commitment. With Titanic Scion, there is one unique fold introduced: that sometimes a build is well-suited for many different situations, and might even be appealing to me exclusively for a variety of reasons, but there are circumstances where my favorite thing might not work. The alternative is within grasp- the game will allow it, make it freely accessible, and when I learn to master that as well, I can save it as a preset and bring it out again in the future. It just takes even more time to get to that point. And that's kind of like life, yeah? So maybe I can exercise similar muscles, set similar goals, come up with new solutions to problems I'm facing, and turn them into a skill preset that I can whip out again. But it does start here, with intentional writing.

11
Podcast Discussion / Re: Episode 954: Thangsgiving
« on: December 10, 2025, 02:48:28 PM »
Whoops, that's mostly on me. Thanks!
Not necessarily. I believe James refers to it as Calamity in the podcast also.

12
Bethesda is owned by Microsoft, and Microsoft is facing a general boycott for their actions. Therefore, buying Skyrim would not be in the interest of someone boycottting Microsoft.

I didn’t realize that wanting people to not-die was pandering, but I can sympathize trying to find a space where you can avoid feeling bad about the overwhelming amount of awfulness in the modern world. I do think you’re maybe looking in the wrong place if you’re searching for that space on the internet, though.

I read the talkback forum post first, so I was a bit confused by the original comment. It doesn’t feature there, so maybe that’s the alternative you’re looking for?

13
Is there a point in mentioning the boycott at the end? Especially since there is always someone doing a boycott of someone else
I’d say a boycott over complicity in genocide is worth mention.

14
Nintendo Gaming / Re: 2025 NWR Forum Awards - Best Switch Game
« on: December 08, 2025, 07:05:46 PM »
I am throwing my hat in here, with an update to follow:

The best game that Nintendo released this year was Xenoblade Chronicles X: Definitive Edition, and it's not even close.

I have issues voting for a remaster as a Game of the Year, just like I don't believe the Switch 2 editions belong here.
Totally valid, but trying to pick the best game from what I consider to be a pretty mediocre launch lineup overall is a bit painful.

15
Nintendo Gaming / Re: 2025 NWR Forum Awards - Best Switch Game
« on: December 08, 2025, 03:55:06 PM »
I am throwing my hat in here, with an update to follow:

The best game that Nintendo released this year was Xenoblade Chronicles X: Definitive Edition, and it's not even close.

16
...Well, I'm done.

I'm going to throw my full impressions here, though this could honestly exist as its own Reader Review. However, I'm going to make my feelings very clear here in anticipation of a future project so that I have a concrete, digital footprint of my intentions moving forward. Enjoy?

I absolutely devoured Metroid Prime 4: Beyond. Like, I ended my first playthrough on the Sunday night after the game released with 100% Scans and 97% Inventory, which is telling. I had combed the entirety of the playable world and pretty much felt no desire to search for that last 3% of items, though I’m fairly certain I know where they were (the giant desert where none of the landmarks show a “completion” or “clear” indicator), and outside of some concept art and a movie explaining the backstory of the villain(?), I don’t really feel the need to clear the game completely.

I… have mixed feelings.

Gameplay

On one hand, I think the environmental design is overall quite nice. Yes, it’s not as interconnected as the original Metroid Prime, and maybe no game will ever recapture the lightning in a bottle that was that game’s world design. I’d like to think otherwise, but we are on the verge of a collapse of the video game market, so who knows. With that said, the idea of Samus visiting locations that serve a function and operate in isolation of other environments is itself a more grounded and logical way to design environments instead of “door in wilderness/ruins opens by getting shot.” What I do like is how much of the world design here is practical. A research facility has locked rooms for storing specimens, performing experiments, and managing power and maintenance. The bike factory builds bikes and sends them along for certification. The mine is a central chasm that had branching tunnel paths looking for a specific resource. They all make sense, and have a lore purpose, which I appreciate. Although two of them focus a portion of their explorable time to turning the proverbial lights back on, they are all paced well and use their environment and theming in clever ways.

Would I have liked a bit more variety? Yes, but I understand that making a biome and populating it with alien species is a big ask, especially when you’ve done it to great effect in a previous trilogy (even better in the last entry of said trilogy). Jungle, Tundra, Volcano, Mine… the only outlier is a forge built atop a swirling storm. Which is cool, but very “element-coded.”

And on that note, elements of gameplay are fine, no, they’re good- it’s Prime, and I think it’s hard to make something centered around this style of gameplay offensive. I’d argue that Beyond operates in a similar fashion to the original, in that it offers some familiar biomes, weapons, and power ups, which begs the question: what does a new installment in this series have to offer in 2025? The obvious answer is “more characters and cinematics,” which some would argue isn’t the reason they play Metroid. I don’t mind the escort sections, largely because the game doesn’t show its teeth until its final act, though this is a normal playthrough I’m talking about. The characters are what they are, and I’ll talk about them a bit more when I get to the narrative.

Beyond is at its best when it is offering the player novelty: Flame Pool’s boss having a Vi-O-La sequence before the boss battle in earnest, for one. The entire Deep Mine area, regardless of its scripted nature, is a blast and ratchets up tension through claustrophobia and overwhelming odds as the enemies get tougher and trigger more incursions via their own behavior. There are a couple of nice wrinkles that emerge in boss fights, but they hardly feel “revolutionary.” Having to morph ball under the staggered body of a heavily armored enemy in order to plant a bomb is cool and risky in the moment, though it echoes moments present in Prime and Echoes. Weaving shots in between plant vines and through caverns is cool, especially in the case of the latter, when it can result in a chain reaction. The most novel the game gets is in the mote gameplay, which I would have gladly invested more time into if the game had developed more dedicated content around the concept. The ability to turn morph ball bombs and power bombs into motes that can be tossed to hit or power long-distance targets is something that could have been integrated into so many more puzzles, yet they comprise a pretty minimal portion of the overall experience.

So what are we left with? There’s a lot here that is the same, and while I know that “dated” is a negative sentiment, it leaves me conflicted. On one hand, Beyond feels nostalgic and comfortable and of high quality, all while not-really pushing the series in a meaningful direction. The Vi-O-La, a central part of the game’s design (especially since a whole biome is dedicated to building it) doesn’t feature at all in the game’s finale. Like, what?

There were ways that Sol Valley could have been made more engaging, and some of the shrine and Galactic Federation rubble manage to hint at this. I was personally hoping that the Federation rubble would be a bit more labyrinthine, offering up opportunities to go out and find a smaller structure in the overworld that provided a similar Prime experience, but those are instead relegated to the six shrines, which are themselves pretty basic one- or two-room puzzles.

There are also times when you can encounter a particularly fascinating Federation NPC out camping, sharing a conversation with him about his life and adding some actually decent lore to the Metroid universe. If there had been about 20% reduction of green crystals in favor of more content like this, I might have enjoyed the Valley a bit more. Unfortunately, there’s a bit too much of those fourteen hours spend ramming into green crystals… or narrowly missing them and having to turn around for a second swipe. And like, I know, the game is fourteen hours and it feels like that bike stuff is wasted time. I’ve probably spent twice that amount of time screwing around in Breath of the Wild’s Hyrule, but that stuff was more engaging. A boss fight is teased in this region early on and it sure does happen… but it’s no more or less complex than any of the Vi-O-La gameplay before it. Heck, the Vi-O-La tutorial introduces just about everything you are going to experience when using the bike, and that is a bit dour.

Narrative

The Prime series is known for having a dual-narrative strength: Samus is simultaneously solving a problem that involves her being in a lore-rich environment. The plot of the original Metroid Prime involves the Chozo and Space Pirate perspectives on the central threat of the Phazon Leviathan. It was, by design, a somewhat more passive, methodical unveiling of the scope of a threat, and though Beyond is a bit more immediate in its main task, the way it gradually unfolds its mystery is enjoyable enough. The theming of each environment plays into the ways that Viewros has fallen to tragedy.

Below are full spoilers for the story of Beyond:

I think character drama is a tough thing to write, and it doesn’t always mesh well with video game logic and objectives. The character interaction and the motivations of the main… villain here are weak, the latter I feel could have been improved with some reshaping of what is already in the game. With that said, the fact that this game really let it all hang out in its trailers and didn’t have much else to offer narratively is… disappointing. Mostly, it just serves to highlight how miserable Samus’s story really is: an orphaned child infused with Chozo DNA who has encountered a variety of colorful characters, only to lose them along the way. The only explicitly positive ending to any of these stories seems to be Echoes, which has Samus thanklessly leaving after having ensured the survival of a desolated race. Beyond does not offer a much happier conclusion, with Samus having given a future to a dead world’s legacy, but not without having made some sacrifices along the way.

This surprises me, because while I wouldn’t call her a particularly community-focused character, the final moments of this game feel a bit out of place for Samus. You’ve spent the entirety of the campaign rescuing and picking up these lost souls, only to leave them in the lurch at the last second. I was given a game over for hesitating to activate the Master Teleporter and then had to re-fight the final sequence of the final boss. I understand the tragedy of the scenario, but it strikes me as antithetical to the messaging and crux of the gameplay, which is perhaps what makes it feel disempowering. At the same time, it is also very obvious that the Federation members you are working alongside place your survival and mission in much higher regard than there own: this is most evident in the Deep Mine section of the game where they go out of their way to keep you moving forward at the cost of their own safety. So although you have developed a very cooperative relationship, with their efforts being the primary way of accessing Chronos Tower in the endgame, they ultimately feel that the legacy of the Lamorn and Samus herself are more important. That these Federation members who sacrificed themselves might also be temporally displaced brings a great deal of finality to their narrative, though that would sort of defeat the purpose of this game being the start of a new saga in the Metroid Prime series.

Which begs the question: is this game about time travel? While Kensuke Tanabe’s comments have previously implied an interest in exploring this idea, the truth is that Beyond is a game about thoughts and emotion. The psychic powers of the Lamorn are the central focus, particularly because their desire to unite their world in the Psychic Age eventually led to its downfall. A downfall that Samus herself doesn’t really have to worry about, because the green energy that mutated the Lamorn into Grievers apparently has no effect on her. Sure, it boosts the aggression and power of some of Sol Valley’s enemies, but that has minimal impact on the gameplay. Also, it complicates the nature of the green crystals that ensure the psychic memory of the Lamorn, which may or may not also be connected to the green energy they used to bring life to the planet? Hm.

Considering that Samus also learns about her connection to Sylux via this psychic awakening, it stands to reason that the artifact triggered at the beginning of the game is not a time travel device, but rather a warping of spacetime, which could theoretically result in temporal displacement, but the narrative certainly doesn’t seem to suggest this. So, maybe Beyond isn’t about time, which is a shame, because it really could have been.

It turns out that Sylux has just been chilling in the Master Teleporter and in control of Chronos Tower since the start of the game, which enabled him to screw around with happenings remotely as the game was progressing. He comes out in the end when Samus is about to save the day because he’s a bad guy, he then proceeds to use the most unhinged forms of technology ever seen with little plot relevance, save for maybe the ability to create wormholes that are tied to the technology of the Lamorn?

When the first Sylux encounter is revealed to be a drone in disguise, I was immediately suspicious of his own nature and potential history with the Lamorn- I even considered that Sylux was in reality some sort of artificial construct created by the Lamorn to fit their Chosen One role. I’ll be real: I hate Chosen One narratives, and when the Lamorn never outright call Samus by any name other than “Chosen One,” it made me believe that Retro had crafted a bit of a smarter narrative than the one that exists here.

Heck, you even have one of the key colors of Sylux- green- being used as a growth accelerant and cause for societal collapse. But more pertinently, the Vi-O-La suit is almost meant to look near identical to Sylux’s own suit as it develops, with the black accenting mimicking its placement on his suit. I just feel that there was huge untapped potential to make Sylux a similar “Chosen One,” who had his glory stolen by Samus and the Federation as they set about making things right. Maybe it could have involved him crash-landing on the planet in the past and being trained by the Lamorn in a way similar to Samus with the Chozo, only for her to swoop in with this time travel plot and set things right. When the gang came back to the future, I believed that Sylux would see a new civilization restored by and celebrating Samus, thereby fueling his hatred. But no, he’s just an ambitious and spiteful jerk.

So having his rage be the final barrier to leaving Viewros makes sense from a psychic standpoint, which means his survival at the end of the game- assuming he has survived the Master Teleporter explosion- could be the key to a continued rivalry in the series. But honestly, with the tumultuous nature of this game’s development and the implications that has on budget and profit, as well as the way the story overall concludes, it feels like Metroid Prime 4 is not really the beginning of anything. It is a retread of the past, with such strange steps to the side rather than forward that I wonder what enthusiasm might exist for this series at Nintendo, Retro, or in the community.

But damn, does it run well and look pretty as hell.

...Honestly, I'm not done. I'm going to be jumping back into this game probably on and off throughout December while I chip away at the Pokemon DLC, because I failed to get 100% inventory completion and that's going to drive me bonkers. I think I'm willing to give it a go, possibly on Hard mode, though I am a bit intimidated by the final act of the game on a higher difficulty. But all of this will result in at least a 100% Clear review in Reader Reviews, though I am anticipating making this into my first foray into some sort of video content.

17
Metroid Prime 4… good?

Metroid Prime 4 good.

It feels reeeeeeeally good to be back, though there are a couple of sticking points, none of which have previously been discussed. The game is as gorgeous as I have been led to believe, with Samus in particular looking very sharp. I have the Vi-O-La at this point, and the narrative and gameplay aspects that lead up to that point are fantastic. I really love when level design is recontextualized on a return trip, and the region in which you discover/use Vi-O-La does that excellently. I’ve seen multiple “hey, you’re going to come back here and unlock stuff” elements as I’ve been exploring, and yeah… Myles is not a huge deal. I think there’s a tendency to assume that just because a character exists, you need to give them your full attention. People who have never played a Prime game are likely to benefit from Myles’s commentary, but if you have experience in these games and know where you want to go, he sort of fades into the background. Once he’s in his element- i.e. tech analysis, engineering- he’s also a lot more bearable.

Lastly, the lore of Viewros is a bit more upfront than previous games due to the nature of the main quest, but that’s not necessarily a bad thing. What I mean is, you’re getting more commentary about the planet and its culture in cutscenes, but there’s plenty of supplementary material to observe, and some connections could be inferred intuitively just by reading logs. There’s a specific lore room in the first region that actually telegraphs the second boss clearly, and it’s neat to see how it was originally perceived and dealt with by the Lamorn. I do also like that the first two regions are sort of opposed to one another thematically.

My personal gripe is more of a new adjustment, which is how you can and are encouraged to free aim while locked on during the first boss battle. I assume this will be less of a problem with the Psychic Charge Shot, but having to aim at nodes on a character’s body while said character is cycling through shield animations was a bit cumbersome. We’ll see if it remains an issue.

I’m absolutely incredibly biased, but I’ve been having a great time so far. Even the ways that some mechanics are streamlined over the course of play is very cool.

18
Hi Khush! Long time no see, though that’s more on my side. I can’t believe how the pandemic sort of rewired my brain in regards to game discourse, and how I have had to deprogram it in lieu of some personal observations I found concerning in that regard. I’m back here to talk about games because I think forums are kind of nice, actually, so we’ll see if I can contribute to this place in a more positive way.

The reviews are out, and I heard IGN in particular claim that this game is around 15 hours in length. Whether those 15 hours are chock-full of quality Metroid Prime content or not is still up in the air, as their review cited some aspects that I was already concerned with, but at the same time, find strange as critiques. I won’t get into specifics until I have the game in my hands, but a rather encouraging comment from them was the idea that Prime is sort of fitting a linear-3D Zelda sort of niche.

19
Nintendo Gaming / Re: 2025 NWR Forum Awards
« on: November 27, 2025, 01:30:40 PM »
Bad bot.

20
As surreal as it feels to say this, we’re less than two weeks away from release and I personally haven’t wavered in my excitement. I wanted to pivot from the silliness of this one conversation and talk about another: environment design and scope.

What made Prime 1 feel like a good 3D representation of Metroid was the way that the environments were interconnected. I mean… yeah, okay, the elevators going from one place to the next doesn’t feel spatially plausible, but it did evoke that traditional Metroidvania map in how many environments felt connected to one another by multiple elevators.

I wonder if Vi-O-La is going to impact that sense, somewhat. Don’t get me wrong, I think the increase of scale warrants the inclusion of a fast-er travel system, but Sol Valley being “Hyrule Field” means that environments have fewer places to cross-cross with one another. What with all the talk of teleportation (and a rather explicit teleport occurring from one place to the next happening in the early hours of the game), one could argue that teleporting from region to region could add to the interconnectivity of the world in a way not too dissimilar to the elevators of Metroid’s past.

On the other hand, Prime 3 was a much more straightforward and much less interconnected game from an environmental standpoint, and due to the game’s context, that makes sense. Perhaps we will see a similar “chunked game world” philosophy in Prime 4, which might beg the question: how essential is the Vi-O-La?

Based on some preview videos, which I won’t really spoil, it seems that the Vi-O-La is not simply “Epona,” but has additional versatility/use even in each particular region. Which is good- I did feel that the gunship was a nice concept that could have been improved or a bit less context-specific.

21
Nintendo Gaming / Re: 2025 NWR Forum Awards
« on: November 20, 2025, 10:52:51 AM »
Hoping I can crush Prime 4 before I submit my thoughts.

22
I do agree with you that, at its core this certainly does look like more of the Metroid Prime we know. However, that is also a game that people praised for being incredibly ahead of its time. Maybe things have finally caught up with ol Metroid. Then again, I look at what a modern game release looks like these days, and I’d rather play something gamecube like.

23
Sorry about that one, guys. I have banished myself to forum exile because of my unhinged rambling. I believe it has been a frequent critique that I write too much in my emails. It won’t happen again, particularly in that format.

I’m surprised to hear the discussion on physical media, especially regarding the transition to digital. I’m still squarely committed to physical media unless it means I’m getting a hardware bundle with an 80 dollar game costing 50. But, all your discussion of older physical collection did strike a chord with me. I think physical media appeals to me because when I keep a game in my collection, it’s a sign that I enjoyed it. I’ve bought too many digital games that have ended up disappointing me- maybe that’s a sign that I need to be more scrutinizing with my digital catalogue and purchases, however.

Also, glad to see that I’m not alone in my feeling towards Bananza. Not disparaging anyone’s enjoyment of the game, but I get that notion of this dev team’s work just not being it for me.

24
I also understand the value of player choice, and I’m not sure that Nintendo will ever make a game with overt consequence for cruel or careless behavior. I think back to the wagon sequence of Twilight Princess, or even the Phaaze sequence with the marines. In this case, I think they’ve invested too much into these characters to allow them anything other than a full narrative arc. I hope I’m wrong, but… the telegraphed nature of these cutscenes just feels a bit too on the nose.

25
Prime

Side note about the topic title:

Considering the player spends a fair amount of time roaring across a desert wasteland in a motorcycle, I feel like the TC missed an opportunity to go...Beyond Thunderdome?  ;)
I know that Kensuke Tanabe has been hammering the desire to explore time travel in the Prime series into his interviews for ages, and the center tower of Viewros is Chronos Tower, and every Federation Soldier talks about being able to go home perfectly fine. So obviously, Lavos will kill them all and they’ll need to be replaced with Chrono Triggers.

With that said, I wasn’t expecting this discussion to go… the places it has. I have watched some coverage of the preview and I have seen some truly unhinged behavior (weaponized incompetence leading to minutes of poor gameplay, repeated voice prompts, and general inattentive or out-of-character actions), which leads me to believe that, much like every other form of journalism, much of this vitriol is being used for the purpose of outrage engagement.

I mean, I watched someone shoot Mackenzie for like 30 seconds uninterrupted, and willfully ignore the prompts he gave to help him out for a similar amount of time. There’s plenty of solo footage from the game that’s been posted elsewhere, as well. I understand that the quality of the writing is a major sticking point, but Retro/scan files confirm that Mackenzie is “talkative” which implies they are aware of this. Was it the best part of the game to use as a preview? No, but considering it is one of the earliest parts of the game and likely requires the minimal amount of skill from the journalists playing, it was the call they made and I can understand why people would be hesitant about the game afterwards.

I don’t know about the comparisons to Dark Souls- I have only played adjacent Soulslikes (Remnant, Another Crab’s Treasure, Animus, Mortal Shell, etc) and they range in the degree of isolation/interaction they offer. I don’t think I’ve ever seen a Soulslike have an escort section, which sounds like a level of hell I’d rather not engage with, but I do see the point of density/deliberate interaction that is being raised, here.

Escorting Mackenzie feels like an attempt to emphasize Samus’s hero status and particular traits. She’s much more competent than him, has the skills and talents granted to her by the alien species of the week, and she’s dead quiet. I don’t see a problem with contrasting the two and the example of the actual escort segment feels pretty generous.

I totally understand the sentiment that this may not be the direction people want Metroid to go. On the other hand, I also understand that this has been the direction that the series has been leaning towards, both in 2D and 3D. The ratio of story to gameplay in Dread was perfectly fine to me.  Corruption’s narrative, while a lot more talky than I would have expected, had a good balance of isolation and conversation. I guess I understand why people want Samus doing dangerous stuff on her own and I think the investigative element of scanning and beam switching could be applied to a different IP. But until I can get more than a vertical slice, I can’t make the call on this one and I’m not going to argue that Prime should or should no longer exist without the spirit of isolation. What I will say is that I will take the fall for any too hesitant to buy after these previews. I might have too much faith in Retro, but I don’t think a single one of their games has fallen beneath the “good” line- only the first DKCR risked that.

Pages: [1] 2 3 ... 142