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#chozo ghosts
but-a-humble-goon · 1 year
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Uniformly everybody's biggest takeaway from re-experiencing Metroid Prime with the Remastered version has been the Chozo Ghosts are the worst thing to happen to gaming since lootboxes. We could achieve world peace if humanity could only apply this level of unity to something actually useful.
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molagboop · 29 days
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Mawkin children undergo several maturity rites before they're granted full tribal citizenship. The first occurs around eight years old, involving a basic academic evaluation and the child's choice between a physical fitness test or a dream-walk.
The evals are simple: how much has the child learned, what do they know, where can we supplement their education, etc. How can we stimulate their curiosity and foster a lifelong love of learning? Have they displayed any skills or passion for any particular subject? How can we encourage their hobbies and interests? Those are the kinds of questions the adults involved in carrying out the evaluation are asking themselves.
The evaluations help parents figure out (or reaffirm what they already know) ways to engage their childrens' interests in a fun or productive way, and how to help their child along the path to success, academic or otherwise. Every child is different: they have their own needs, and while 8 years old isn't old enough for anyone to ascertain exactly what they wanna be when they grow up, the evaluation is a good starting point for the rest of their academic track until their next formative rites.
The next part of the rites is a branching path. The fitness test is typically favored by more outdoorsy or athletic types, as well as children who are afraid of specters or arent very interested in the old ways. That's fine: old people stuff can be boring! The priests go on and on about the ancestors during holidays, but you're eight years-old and you've never seen the ancestors show up before, so big whoop. You've got toys to play and things to learn.
Another general assumption is that children who are likely to grow into steadfast warriors or athletes may pick the fitness test enthusiastically and without thinking about it, but again, this is an evaluation, and the kids are like, eight. Nothing is set in stone. Eight year olds also typically love playing outside.
A number of kids, hearing about all the cool things their elders know and are capable of, or just being curious about what their ancestors might have to teach them, opt for the dream-walk.
The dream-walk involves exposure to psychoactive fumes, but is nonetheless completely safe: the kid is monitored and made as comfortable as possible.
The dream-walk is overseen by priests and doctors. The burners are lit and the trial-goer falls asleep, entering a state similar to lucid dreaming.
Everyone's experience is different. Some kids have profound surreal experiences: others spend the entire time sitting at a table with a long-dead ancestor having a meal. Some kids are shown events from the past by an old ghost: some even experience said event from the perspective of someone who was there when it happened.
For others, the dream is of an old-fashioned hunt, typically guided by a departed grandparent or neighbor. It's not unusual for Mawkin kids to have experienced the act of hunting for food or sport by this point in their lives: many who hunt take their babies out with them on their backs. The quarry during the dream-walk, however, is typically more than your mundane game beast.
Tribal scholars and doctors of psychology have posited that the dream walk largely reflects the experiences of those involved. Formative memories and strong feelings, they believe, greatly affect the appearance of conjured apparitions in the dream. If a kid is fighting any demons at eight years old or harbor any powerful fears, they may very well be forced to face them head-on during this trial.
Therein lies the value of the dream-walk: it's not just a curiosity to get the kids to engage with cultural practices of yore, it has utility in teaching children valuable lessons through experience without actually making them fight the six-eyed serpent of a hundred and seventeen mouths. And they're usually not facing it alone: the ancestors quite literally walk with plenty of kids during these trials.
There are some truths a given child must face alone, and plenty do. But when they wake, they will find themselves among familiar company, the sweet smell of wood smoke permeating the air and a feast awaiting back home to celebrate their first milestone towards becoming an adult.
Some kids don't fight any major bosses or experience the heat death of the universe through the eyes of a slug, instead deriving value from the dream-walk in the form of sensory-guided introspection. The lesson they learn may not even be apparent to them until six years down the line. It doesn't have to be deep: it can just be an experience that gives then a new perspective on the world.
The senses are heightened supremely during the dream-walk, allowing the dreamer to experience the world in a whole new way. Tasting color, feeling the vibration of every sound beneath one's skin, perceiving the shape of every smell. Even if the kid walks away thinking "huh, I've never experienced the world that way before", the trial will have been a success. In the very least, a child should come out of that dark room with a unique memory for them to examine later on.
Several minor rituals and evaluations occur around twelve and fifteen years, but the foremost citizenship rites occur around seventeen, when an individual's stomach is strong enough to handle sap wine in greater quantities without suffering catastrophic liver failure. The dream-walk is a requirement this time around, as well as a combat test. The combat test is the actual rite that determines one's status as an adult: the mandatory dream-walk occurs beforehand as a way to shed all doubts about the strength of one's resolve if they have any insecurities, and perhaps gain some personal insight in the process. Introspection assisted by psychoactive substances.
You may be wondering how those with varying degrees of disability come of age if they can't engage in the rite of combat. There are alternatives to the combat test if the participant doesn't feel able enough to fight, or otherwise can't exert themselves without experiencing undue pain and discomfort.
There are alternative rites for individuals of every combination of physical and cognitive impairment, and all are treated with the same gravity and dignity afforded to the typical rites. Poetry recitals, music, research projects, an oath of maturity: these are a few examples of things disabled Mawkin have done to establish their claim to adulthood in place of the rite of combat. An individual doesn't have to be "good" at something: they just have to show that they accept the responsibility that comes with being an adult, or are otherwise committed to their community and the tribe at large.
For some people, that commitment comes in the form of thriving to the best of their ability. Surviving to the next day, striving for tomorrow to hurt a little less than yesterday. It doesn't matter whether they can "contribute" or be a "productive member of society": all are one, and one serves all. The Mawkin take community very seriously. There's an age-old adage that says something to the effect of "if one is suffering, all are injured", and "when one is deprived of dignity, we are all cast naked face-down into the mud".
Anyways, that's how juvenile Mawkin are granted all the rights, responsibilities and privileges that come saddled with being an adult. It's worth noting that most of these rites line up with a typical Chozo's molting cycle, with the final rites occurring just as young warriors are shaking off the last loose feathers of their old coat and displaying their first (clear) adult patterns.
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zovis · 6 months
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And that's all for repostober.
Hope you enjoyed this trip down memory lane. :)
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razzek · 24 days
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Me: Aww man, I don't wanna go all the way through the frigate crash site just to get to shitty Phazon Mines East. I know! I'll go through the Chozo Ruins! That won't take long!
(literally an hour later, exit above the frigate)
Me: Ffffffff.... It's time to stop playing for the day. >8C
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nobody-1881 · 8 months
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Metroid from Ridley’s Perspective
Samus from Ridley’s point of view, is the culmination of Ridley’s sins. Samus is the victim of Ridley’s atrocities, yet is the thing that constantly sends Ridley’s machinations to the trash heap. Ridley kills the Chozo and destroys K-2L, Samus destroys the Space Pirates. Whatever plan Ridley comes up with, Samus is always lurking, waiting, and hunting. And Samus does not stop. Samus isn’t haunted by Ridley, she haunts Ridley. I’m fact, Samus does this to every villain, Mother Brain’s betrayal of the Chozo leads to Samus hunting her down, and because she stole the baby, Samus is able to find her once more. Raven Beak ultimately is brought down by the same threat he released, (Parasite X) and is destroyed because he made Samus more and more Metroid-like. Even Phazon is taken down by Samus, who by the end of Prime 3 is almost like an avenging ghost, gaining power from the other bounty hunters. Samus from the villain’s perspective, is all of their collective bad karma appearing in the form of an Orange demon that will not stop at anything.
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kronim195 · 1 year
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I find it kind of fun that even though it’s not very explicit, magic seems to canonically exist in the Metroid universe. A sci-fi universe that also has supernatural forces beyond scientific understanding. The Chozo of Tallon IV gained the ability to see visions into the future, ghosts are a thing, lore on Bryyo talks about mages and wizards, Metroids feed on something only referred to as ‘life force’ but scientists can’t figure out what it is exactly. When a Metroid feeds on you it doesn’t remove any fluids or cause any trauma, but it removes something from you that’s implied to be spiritual, which kills you and turns you into dust.
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thejokig23 · 4 months
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Metroid Prime and Metroid Prime 2: Echoes are both incredibly immersive experiences that share one flaw throughout
Doors
There are SO MANY doors and you need to open all of them by shooting them. My three questions are:
- Why are there doors in otherwise natural environments?
- Shooting them. Restating it. Why? Could they not have automatic doors?
- How would the main inhabitants of these planets fit through them? Luminoth are like 12 feet tall. Do you mean to tell me Mothman is crawling around on all fours while doing his daily business? For the Chozo I understand it a tad bit more as their ghosts are about as tall as Samus, and it was only in Dread that we really saw how big those birds are
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Edit: I am aware of the technical need at the time to section off each area, and the doors allowed them to do this. You are missing the point. Please stop telling me.
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funky-vg-beats · 1 year
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chozo ghosts metroid prime ost
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SpeedyNess streams: Metroid Prime with Roxanne
Battling Chozo ghosts
Roxanne: stupid ghosts keep disappearing! Quit hiding!
SpeedyNess: you have something to prevent that from being an issue, remember?
Roxanne: *eyes glow as she activates her eyes special function*
SpeedyNess: um... rox?
Roxanne: *freezes. Eye glow immediately cuts out. Pauses game*
SpeedyNess: *trying not to laugh* I meant the X-ray visor-
Roxanne: *cradles head in hands* I really just did that... *sinks out of view of streamer camera*
SpeedyNess: okay, I can talk about this so-
Roxanne: *low whine*
SpeedyNess: -one of the neat little things Roxy has, is that she can see through some walls. It's meant for use on the raceway to see through things that obscure the track to prevent collisions, or to help diagnose problems with carts...
Roxy: *dramatic husky whine*
SpeedyNess: so instead of using the games X-ray...
Chat: *has practically been reduced to exclamations of 'wat.', laughter, exasperation of 'Fazbear tech bullshit', and the like*
I mean her eyes also let her see Ghosts so absolutely!
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shuunnico · 1 year
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How do you argue against someone who says a certain piece of media was experienced by them at the right moment in their lives or that it's really important to them and thus, criticisms are irrelevant?
I'd just say nobody is attempting to diminish the impact that story had on them. Something can be extremely important to someone while being flawed.
Metroid Prime was the first game I bought for myself, along with the first console I bought for myself. And it was an uphill battle because my family didn't think video games were something a girl should be into. It cemented my love for gaming and my big first step toward independence. It's an extremely important game.
I can still criticize that game and still have it hold a place in my heart. The Chozo Ghosts are extremely annoying, especially with how the game handles respawns. The final boss is not very difficult (I'd argue that most of the bosses are not very complex).
The healthy and mature outlook is that just because something is important to you, doesn't mean it is beyond criticism. If something loses value to you because it's not perfect, then you were in love with a fiction, not reality.
It's okay to value imperfect things.
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coldgoldlazarus · 9 months
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Do you have a favorite of the metroid games (including pinball)
Despite the temptation to answer with Pinball for the meme, tragically I must admit that I have not played Pinball. I am sure that if I did so, it would take top rank, but alas. For now, my loyalty is to Metroid Prime 2: Echoes
Which isn't really an unpopular opinion anymore lol, I understand it used to be the least favorite, but now has been reconsidered and has plenty of defenders; for better or worse I came to the party late and uninformed and just like it based off my own experience with it.
I honestly think it's tied with Metroid Prime in terms of overall quality, though it has different strengths and weaknesses, and is kinda a more uneven experience overall. Soundtrack and aesthetic isn't as great and memorable, but they're more consistent in selling the atmosphere while still managing to achieve a few good wow moments here and there. World layout/progression/narrative delivery is more linear and direct compared to Prime, in both good and bad ways. (Though still less so than Corruption at least, lol) Story branches out from Metroid's usual subject matter and recurring motifs, but also feels kinda disconnected as a result. Bosses are bigger and better, and the Spider Ball gets its dues here, but there are also plentiful frustrating QoL-related decisions scattered throughout the game as a whole, one of which turns a potentially great boss into the absolute worst. (Spider Guardian Phase 3 my beloathed) Chozo Ghosts vs. Dark Pirate Commandos. Beam Ammo. (Which I had no problem with personally, but I've heard even other defenders of the game apparently tend to dislike.) From an objective standpoint, I think Echoes is on par with Prime, building off of its foundations well, but also liable to be a more frustrating experience in a bunch of little ways.
But from a subjective standpoint? I just love it a bit more despite its flaws, all thanks to Dark Aether. The creepiness of the dark world and overall moodier atmosphere, and how the game handled difficulty in a way that I really appreciated, make me able to look past its shortcomings in other areas and choose it even over Prime's overall smoother experience.
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The vibes throughout are simply impeccable, and I love how little touches like Samus slumping exhaustedly in the save station animation, and the frequency of Luminoth corpses littered throughout the world, really help to sell the severity of the situation. Not to mention the opening investigation of the missing Federation troopers, and how their eventual fate (and the sobering realization that they never even met the Ing proper) really sets the tone powerfully right off the bat.
And it's not all gloom and doom, either, I have just as much love for the bright and sunny Temple Grounds and the associated banger of a theme as for the darker stuff. The environmental design is gorgeous throughout, and I love how bits of Luminoth decoration and artwork are visually echoed (heh) later on in the Light Suit. But even then, it doesn't feel like a complete break in tone, light to offset the shadow and make it darker by contrast.
On that note, I just adore Dark Aether, with its swirling purple skies, the twisted versions of parallel rooms, and eerie distortions of the light world area music; just mwah, chef's kiss from me. Plus the fact of constantly taking damage while outside the light bubbles, further underlining the grim atmosphere and adding an extra layer of anxiety to both exploration and combat.
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Which brings me to my second point; I really enjoy how the whole concept of Dark Aether's toxic atmosphere provided a compelling challenge that is like, the kind of approach to difficulty that I actually like. AM2R, much as I love 99% of it, I wound up giving up on at the finish line, because the last two Shinespark puzzles demanded a level of pixel-perfect timing and precise execution of several consecutive, individually tricky actions within the space of a second at most that I simply could not pull off, which kinda killed my motivation to continue despite being right on the Metroid Queen's doorstep.
With Dark Aether, there isn't that same demand for perfect execution, but instead an ever-present source of danger; that emphasized, (for me at least) a fine mixture of thinking ahead by using knowlege of the light world's layout to navigate the dark, and a need to be willing to take risks and go into areas without the light-bubbles. Sometimes that risk would pay off, and sometimes it wouldn't and I'd die; but either way I'd be getting something out of it, whether the reward of success or the reward of learning.
Similarly, I think I died once or twice during the Chykka fight, to the atmosphere instead of the boss itself, and it felt like an entirely fair outcome for playing very haphazardly on that attempt. So to get back to the point, I like how it didn't demand flawless timing and execution, but still forced me to play well, and employ a fine mixture of cautious planning and calculated gambles to make my way through both exploration and the boss fights. Even if not done through the same means as Dark Aether, this is the kind of approach to difficulty I would like to see more of from the series in general; fingers crossed for Prime 4.
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Like I said, I think Echoes isn't as smooth or polished an experience as Prime, and replaying it is as much a reminder of all those little frustrations as a reinforcement of my love for it, but I still think that the fantastic execution of the tone and tough-but-fair approach to difficulty keep it my personal favorite despite the flaws.
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chronostachyon · 8 months
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Phendrana Drifts is something of a turning point in the narrative of Metroid Prime. It’s the moment where you finally feel the weight of death that hangs over Tallon IV. The location is littered with Chozo ruins, many of which appear to be spiritual sites built to honor the race — a lost lineage that’s literally buried under snow. We encounter our first Chozo here, but it’s not a living organism there to bestow its wisdom; it’s a ghost haunting, or perhaps guarding, a massive Chozo statue. Whether she’s aware of it or not by that point, Samus has just stepped into the race’s gravesite.
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molagboop · 2 years
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To fill the gap, I'm going to infodump about Chozo ghost dreams.
I don't remember how much I've talked about this here, but I've intended to draw a serial comic strip featuring everybody's favorite washed up Warlord and the walking Metroid. Sometimes I imagine little stories in that universe that have little to do with the plotlines and jokes I've got lined up in my head, so I figured I'd share some.
These concepts are also related to the overarching Mawkin headcanon I've invented in my mind; it's not just limited to the little pocket universe this comic exists in.
Sketches and comic lore under the cut.
So the Chozo have magic, right? Well, I've put some thought into Chozo spirituality and come out with a few ideas relating to ancestry and magic. Particularly the idea that one's ancestors "live on" in the collective memory of their descendants: sometimes metaphorically, as the old live on in their progeny's DNA. Sometimes, this is more of a metaphysical statement: whether you've met them or not, the ancestors live on in the deepest dregs of your consciousness as a sort of hidden genetic memory.
I know this is incoherent, but bear with me. The Chozo (especially the Mawkin) believe that their ancestors are always with them in one way or another. We've seen Chozo ghosts in Prime, so we know it's possible for the dead to linger in this world some form or another, but that's us. Mawkin spirituality goes beyond the dead who remain purposefully. The Mawkin believe the dead may be seen in dreams. Sometimes, these death-dreams are invoked purposefully by the priesthood—more on that in a different post—but sometimes an individual may dream of the dead without realizing it.
So the Chozo occasionally dream of phantoms from their bloodline. The Mawkin hold this phenomenon in high regard. If you have a dream about an ancestor 6 generations before your time, you are expected to hold on to this memory: analyze it, think about it, decipher the meaning if there is one, and cherish the encounter regardless of whether or not it holds a higher purpose. Great granny spent that effort to come and see you, you best be grateful.
Here's where the comic universe comes in. Following the events of Metroid Dread, Samus occasionally has odd dreams about Chozo she's never met before. She's had dreams like this before; she possesses Chozo DNA, after all, and she's no stranger to their brand of mysticism. These dreams are a bit different. She can't exactly place a finger on how, but she knows they are. She's dreamed of Thoha predecessors before. She's seen Gray Voice in her dreams every now and again since his death; even sat quietly in a room with him and drank tea. Lovely time.
But these other dream-borne specters aren't Thoha: their mannerisms and general vibes are different. Samus doesn't immediately clock them as Mawkin, but she figures it out pretty quickly. What threw her off is how warm these encounters are. She's never met a live Mawkin (that she can remember, pre-Dread, etc), much less experienced their culture.
Sometimes she's a spectator to an event that occurred hundreds of years before she was born, sometimes she's lost in a crowd of masked golden figures, and sometimes red-eyed strangers feed her soup and familiar fare from her childhood. She usually can't hear them speak in the latter, but sometimes she hears old words she can't understand in her dreams of large crowds.
She doesn't dream about heart-pounding sparring sessions or raucous evenings with the squad-mates: she instead finds herself in the midst of a celebratory feast. Dinner with a small village, a holiday banquet. Most of her Mawkin dreams are about food or crowded streets[?] full of strangers, all of whom seem to either not notice her presence or regard her as though they've known her all their lives. This is where the disconnect lies: why would these strangers, whom Samus has never met, regard her with such familiarity? There's no malice here, no suspicious glowering, no squinting or funny brow motions that indicate she isn't welcome among the masses. She is simply There, and the Mawkin accept that.
Samus has been accepted by the spirits of her quarter-father's family with no fuss. Moreover, they've gone out of their way to make her feel at home among them. As @sablegear0 aptly put it, she's been adopted by the ancestors because her present family is either dead, MIA, or despots.
I should also mention that Samus is between 5'10 and 6'3 in this universe (haven't settled this yet). The Mawkin are a tall tribe: I've talked about the Mawkin having Tall Genes before, but Samus is a shrimp compared to the average Mawkin. She's like a fledgling warrior to them. Most of the spirits are aware she's an adult, but the older the ghost, the less in tune with the passage of time they are: time is meaningless to those who have long since rotted.
So here we have an adult human, a fully trained warrior with decent muscle tone, who is occasionally mistaken by the dustiest and most decrepit of Raven Beak's people for a mere novice. Some of these old-timers think that Samus could not conceivably be older than 13 summers, and they think to themselves, "Oh, such a scrawny child of pitiful stature! Put some soup in that girl."
And so it goes that Samus Aran is surrounded by a flock of old birds who preen her and coo at her and compliment her vibrant plumage while gently offering her pots full of stew and warm sweets in her dreams.
The older a spirit is, the more imperceptible it is. Some of these figures are downright terrifying to behold for someone who isn't acquainted with the Chozo and the magic of heraldry. You've got nest matriarchs older than the sand whose appearance (to the naked eye) ranges from skeletal to malformed to downright geometric. Imagine being fed soup by a half-visible silhouette that looks like he belongs in a horror movie. Most of her neighbors at the Spirit Halloween banquet are "normal", but some of them look like they just shambled out of a sarcophagus or a level from geometry wars. They're older than the human genome, so her imagination fills in some of the gaps to try to parse what she's seeing.
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A quickly-sketched example: this old fellow with a bowl of fruit. Nobody minds that she's wearing pajamas and a bedhead to the banquet because half of her neighbors look like they just woke up from a nap in the coffin.
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Shambling elders dated 600,000 years or older...
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... and a 700 year-old granny.
All of these people have interacted with Samus at the great ghostly gala before.
Long story short, the Mawkin love their ghosts, and their ghosts love the living.
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terriedirewolf · 1 year
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Ight, lets get a post in here
So metroid dread came out not too long ago. I'm very pleased with it. Samus returns was a little shaky imho, and i was only slightly concerned that it was the same people. But I think they surpassed expectations. Issues from the 3DS game didn't make it in, the art design is phenomenal, and the world and story are very cool and fitting for the universe. I'm a particular fan of this sort of rebuilt power suit that totally still has fusion suit elements all over it still. And the chozo boss who's face rips open is quite pretty. Good game. 10.
But anyhow, it's definitely not supermetroid levels of non linear. And this is the tie breaker. Metroid 1 was about as open as possible. Kind of a rough expereince even by the standards of the era honestly, I'm kind of amazed the series didn't die then and there. But the sequel did wonders for the series. It is also however, much more linear. Now, you can backtrack if you want, and honestly, the map is small enough where it's not that much of a pain in the ass. But it's not open design really.
Supermetroid was a mix of the two. Metroid 1 with the sensabilities of metroid 2, and like five times the tech to make it all work. And it did work. But it's also not nearly as open as people think it is. It just does a real good job at hiding it, and it is kind of nonlinear as it has four distinct paths to travel down once you get through the intro exploration. The hidden movement tech also did wonders for it. People suck this games cock all the time though, so I won't dwell on it's acomplishments.
Fusion is way more linear. It does open up in places, but for the most part, you're stuck following orders and being a shadow of your former self, and fighting your own ghosts. Ibreally like the game though, and it feels and plays just like how I want metroid to feel and play.
I guess what I'm trying to get across is that dread not being a hand free "wander this vast cavern and good luck" kind of game isn't really that weird, and metroid hasn't been about open ended exploration for most of it's lifespan. Much like many games, it's a puzzle room. The keys are just very fun to play with, and it likes to hide secrets. I think metroid has always been about the lonly atmosphere, as well as the idea that something sinister is watching at the same time.
Now it's worth noting that I never played the prime games, but the only 2d game I haven't beaten is samus returns, and that's cause my 2DS has been lost. But I think that this is that thing about the series that no one ever mentions cause of how the genre the series helped create has formed over the years. Metroid has never been interested in being a metroidvenia. Which is kind of weird to think about.
Anyhow, visually, it's always bugged me that samus is supposed to be this powerful woman who takes no shit, got bird hrt, and can brave situations that few others can get out of alive, but is built like a barbie doll. People have pointed out the shoulders before. It's weird, and never has been addressed in canon. It's always obscured too when she changes in and out of her power suit, so, if her arms are even in there is a bit of a debate.
My solution is buff samus. Niklas Arne Jansson did the concept a bit better, and I think there's a handfull of other people who drew her stacked like a truck, but not enough imho. I also wish she'd wear anything but the zero suit once in a while. Cause it's cool and all, but pockets are dope as shit.
The arm canon is another issue. Seeing as she has like, an arm in there. Anyone even slightly savy with ballistics can tell you that a snub nosed thing like that is gonna be aweful. The crazy bit is that the barrel opens up instead of the rockets just using folding fins or something. How 250 rockets fit in that thing is another question entirely, but I guess, there's like, borderlands digitalization or something, so it's workable I guess. Recoil will be harder to handle without a wrist, and aiming is kind of impossible without a heads up display I expect. The fusion arm canon has more issues, and I seriouy doubt you could get a forearm in it and still have room for any of the cool foldy stuffs.
I really do not have a lot of solutions here, but there are two ways I figure. The easiest is to just remove the arm. Which is always cool. Robot arms that transform into guns is like, peak design. The other way is to extend the cannon, or make it offset from the actual arm. Maybe even a combination. That way there's room forbthe big arm gun to be like, actually big and gun, and still let samus have all the thumbs to fly a spaceship. Also, I feel like she should be able to drop the thing. Like take it off and set it down, piloting the ship with a partially armored forearm and hand, with exposed internals and hardpoints to mount the blaster.
But yeah.
Rough sketches
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got metroid prime remastered the other day and i haven't been able to put it down but i just got to the point in the game where you're about to activate the chozo ghosts and i think i'm realizing they instilled a similar primal fear in me as a child as the weeping angels. absolutely terrified of going near them
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drmajalis · 1 year
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The actual most annoying enemy to fight in the Primes are not Chozo Ghosts, or Beam Troopers, or Rezbits, or Dark Commandos etc. It's "any enemy that can go Hypermode in Prime 3 while playing on Hypermode difficulty" because ISTFG they always NEAR INSTANTLY go HM in every fight, so you constantly have to go Hyper yourself to fight them. And they're only somewhat less Hyper prone on regular difficulty.
And yeah it gets easier when you learn the "near limitless HM exploit" but holy fuck doesn't anyone else think the "enemies going Hyper" mechanic in Prime 3 sucked worse?
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