Log Post #1 of 33
Log Post #1 | From: warpio | Posted: 9/23/2017 06:39:00 PMUpdated: 11/28/2017 03:41:13 PM
|First playthrough log part 1|
Right away, I'm loving how snappy and easy these aiming controls are.
I was worried you weren't gonna be able to aim diagonally while running around, but you can do that easily, as well as aim straight up while running (which you couldn't do in any other Metroid game besides 2). And the free-aim-while standing thing is just an optional additional control feature, it doesn't take away from any of the usual controls.
oh, I have missiles right from the start.
And... yep, you have a wall jump right from the start. it feels exactly like it did in SM.
I like how the cutscenes and gameplay all transition seemlessly... as well as the transitions between areas. It feels like this game properly keeps the same "1 loading zone for the entire game" structure that the original Metroid 2 had.
hmm... I guess these are the grey doors... they're like the yellow doors, and flash yellow when you shoot them, but don't stay yellow enough for you to open them.
lol I didn't need scan pulse to find this breakable wall that's required to find to progress.
Oh wow... there's Map Pins just like in BotW... I'm just now checking out all the pause menu features.
The Charge Beam lets you open those grey doors and make them stay yellow... and that opens up a shortcut back to the poison water statue area... activating it with the one dead Metroid makes the poison water go down... I like how it's still the exact same sort of level structure as the original Metroid 2, right down to the "backtrack to where the poison water was after killing all the Metroids in the area" thing... These gate things are a very non-obtrusive way to add some story to the game without removing anything.
Also I never fell into that poison water, and when I first passed by this gate it kinda gave me the feeling that these were just some random shallow poison puddles with nothing else going on here... but now that I look more closely at the background scenery, you can tell without dropping down there that there's a path below, by how the background of that pit goes far into the distance and you can see that it's a far bigger drop than just a small puddle.