Screw Gothic 3 and 4, this is the real sequel us Gothic fans have been waiting for! A genuine delight to play through, and the Polish voice acting was just as incredible as it was in Gothic 1 and 2, despite being a fan project! Waiting patiently for the Mod of the Decade edition to re-play it again and try out all the new things they add (very excited for the teased mage path!)
Dread. The movement feels incredible and I feel like its map naturally leads players to the next relevant area the best without as much backtracking and getting lost. Brilliant game.
I would agree with Dread. It is such a a nice clean game and that last boss was an actual challenge. Many games are awesome but fumble the last boss.
Before Dread, I would say the Super Metroid on SNES, that game introduced (at least me) the wall jumps and the sprint to down boost jump thing. I always tired to saved the animals when leaving the planet, but it’s not like they were able to get off the planet, so I’m not sure if it really helped.
I’ve never been one to mod games, I’m pretty vanilla when it comes to gaming. Play the base game and thats it. Rarely do i even try any dlc. With that said, I thoroughly enjoyed Frelancer discovery back in the day. It is a freelancer multilayer mod that brought a lot more content and enabled multi player once the official servers were gone.
Gigastructural Engineering for Stellaris… the megastructures included in the game and DLC are great, but they lack a certain insanity. Plus the mod allows you to terraform any planet (even gas giants).
The mod that got me into modding still has a special place in my heart. It was the Shockwave mod for C&C Generals. Shockwave absolutely could have been vanilla if EA deigned to finish the Zero Hour expansion. It was just pure polished perfection for that game.
Better Than Wolves it’s a minecraft overhaul that was started by the veteran game designer FlowerChild who was pissed at Mojang that they are adding useless features that don’t improve gameplay loop (wolves being the breaking point). So he spent many years making Minecraft challenging survival and interesting tech game.
While I haven’t beaten the dragon once in that game (not many people have) it still gave me hundreds of hours of entertainment.
It’s hard to think of any one mod that got remotely close to changing a game the way GMod did for HL2/CS:S/source engine titles. I spent thousands of hours in GMod as a kid, it added infinite teplaya ility to the HL2 campaign, forums like Facepunch and PHWOnline became my second home. There was a ton of content to be loaded from there and FPSBanana, the thriving webcomic scene was truly special.
The Super Nintendo Metroid game was/is my favorite, but I’ll admit I haven’t play most of the Metroid games, so I’m not a good judge.
The NES game was a ton of fun, but I felt and feel like the SNES game was just all of that and then some, if that makes sense to others.
I played one of the 3D Metroid games (the one on the Wii). It was fun, I enjoyed what I played. But it did not scratch the same itch, if that makes sense. In fact, I don’t think I even played that game to completion.
Ah yes, the era of US box art so ugly the mind reeled wondering how it ever got approved. Look at the US and JP cover art for Mega Man for one of the most iconic examples in a target-rich environment.
Absolutely Super.
Right now I’m playing through a new run of Super Metroid+A Link to the Past. The game is so perfectly made that it’s just as good with a randomizer.
It's super cool that SMZ3 is a thing that even exists, but beyond the novelty of it I felt it was dragged down by the fact that ALttP is so much bigger than SM, to the point where it kinda drowns SM out.
Both games absolutely blasted it out of the water. Perfect masterpieces that no other game managed to live up to.
Metroid Prime Pinball is an untouchable god-tier masterpiece of a spin-off.
I think Zero Mission was a pretty good remake of NEStroid, and Samus Returns was an okay remake of Return of Samus. Prime Hunters, Prime 2, and Prime 3 were just okay, nothing bad but nothing special either. Hunters online was fun until the Action Replay users took over. IMO Fusion, Dread, and Other M were too linear. Federation Force was not great either, probably the weakest game to have Metroid in the title.
I appreciated Fusion’s story, it was interesting. I also appreciate the vision of Other M, it was certainly a game that, when it worked, the gameplay was pretty fun to look at. Finisher moves and quick dodging was cool to see, even if it made the game pretty easy. The first person switching was a really cool idea that I think should have borrowed a little from Metroid Prime’s Scan Visor, where the suit automatically highlights objects of importance, to lower frustration of “pixel hunts.” Its certainly got very good graphics for a Wii game, even if the environments are bland. But IMO Dread had some equally bland level design, and was too linear for my liking. I also did not really like the ending that much. Dread’s soundtrack is equally as forgettable as Other M’s soundtrack, except there are some songs I actually remember from Other M that were unique to the game and not a remix from an older Metroid title (for example, the piano theme from Other M, great song). I completed Metroid Dread in about 9 hours the week it launched and I haven’t played it since.
There’s a Sonic fan game I like to play called Sonic Robo Blast 2, built on an extremely heavily modified OG Doom engine with a pretty good modding community, and there’s a level pack for it called Sol Sestancia that’s just crazy fun to run through with the Neo Sonic character mod. Getting up to top speed to activate boost mode and trying your best not to slow down or stop so you don’t lose it. So satisfying.
Dread. I wasn't sure if it could live up to the high expectations set for it, but they hit it out of the park. Hits all the highs of Super and Zero Mission, then goes on to outdo those games in terms of combat and boss fights. Had a blast going back to speedrun it again and again.
I know a lot of people, myself included, got frustrated with the EMMI sections. Unless we all missed something about how they work, that the game could stand to explain better, you could end up walking into the room with bad RNG and the thing could be right on top of you. If you’re speedrunning the game, presumably you have a trick to avoid that scenario, but it was quite common and brought down my opinion on the game, for sure.
Been a while and I don't remember the routing details at all, but I was surprised to find that they weren't much of an obstacle at all for the speedrun. They're designed to scare you on a first playthrough, but on subsequent replays you just go fast and they won't catch you.
Well, what I meant was that you could enter the door and immediately be stuck in that quick time event that you usually fail because the window is so small, and you couldn’t see where the EMMI would be before you crossed the door’s threshold.
I could be wrong, but I think that only happens if you repeatedly enter and exit the EMMI Zone, allowing it to wander around too much. Which is something you might get scared into doing on a first playthrough!
If you ever get into a EMMI QTE you’ve done something wrong. The QTE is a glorified game over screen, the 1% chance of escaping is only there to make it scarier with false hope
But that’s what I’m saying. It’s so unlikely you’ll make it out of it that when you walk into the room and the EMMI is already occupying the space you walked into blindly, it’s a frustrating unavoidable fail state.
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Aktywne