Metroid 2 : From the original to the remakes

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Metroid 2 : From the original to the remakes

Postby Freaklore1 » Thu Sep 28, 2017 12:31 pm

Video by Mark Brown:



My toughts :

In my personal opinion,i feel like AM2R is the better remake,not that the 3DS one isnt good,but when it come to gameplay,design,environments,the vibe and the lore,you can feel the passion behind AM2R,it's also the one i feel more comfortable to play since it play more like the previous 2d games.

The 3DS remake is also good,but it kinda feel a bit more limited in it's level design and gameplay,while AM2R took the original and expended on it.
Also is it me or the 3DS remake give a kinda Prime game vibe but in the form of a 2d platformer.


Bonus videos if some of you are interested:

AM2R:The fandom defiance , by The Geek Critique https://www.youtube.com/watch?v=YmnVaTNhts0

What is best way to play Metroid 2 ? by Haedox https://www.youtube.com/watch?v=9OcdtXdoFGI
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Re: Metroid 2 : From the original to the remakes

Postby SamVision » Fri Sep 29, 2017 3:18 pm

That last argument about the remakes missing the point of the original is just strange. M2 was the way it was due to technical limitations. Playing M2 as is, is a painful experience, you can actually feel the age of the game as you play it and it is most unpleasant.
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Re: Metroid 2 : From the original to the remakes

Postby Chris » Fri Sep 29, 2017 7:01 pm

M2 was the way it was due to technical limitations.

The argument he was making was that Metroid 2 was designed the way it was to more effectively utilize those limitations. Rather than being just Metroid-with-more-limitations, it was a product of its limitations, using them to accentuate certain aspects of its design. To give an analogy, FM synthesis is a technical limitation; it's a lack of support for digitized samples for realistic instrument sounds (wavetable synthesis), and instead uses math and physics to generate instrument-like sounds cheaply and in a small form factor. Obviously there's plenty of FM synth music that's just a poor-man's wavetable music, but there's also plenty of good FM synth music that uses its limitations to accentuate a tonal quality you don't get from wavetable synthesis (unless you specifically try to emulate those FM synth sounds).

Obviously, things can be improved. He's not saying the remakes should've stuck with a tiny screen with two colors. But if they were more aware they could've realized what higher resolutions and more environmental detail and stuff would take away from the game -- the feelings of claustrophobia and unfamiliarity of an untamed land -- and incorporate other things to restore those sensations.
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Re: Metroid 2 : From the original to the remakes

Postby Freaklore1 » Fri Sep 29, 2017 8:05 pm

Or like the clever subtle environments details...

Like the last part of the game being devoid of normal enemies,showing how much of a threat the Metroids are...

Or the Chozo statue wich was holding the ice beam being destroyed,showing that the Metroids were smart enough to understand that the ice beam was dangerous to them.
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Re: Metroid 2 : From the original to the remakes

Postby Freaklore1 » Tue Oct 03, 2017 7:29 pm

Seriously,the original Metroid team (M1,2,Super and Fusion) knew what they were doing when buidling those games,except for Metroid 1,the other 3 games were filled with subtle details in the environments to convey a story without the need of speech bubbles,well at least for 2 and Super Metroid,Fusion on the other hand was a bit overused in story telling.

You can add a few cutscenes/speech bubbles or bios,but if you can tell a story with just the environment alone,then you have done one thing right.
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Re: Metroid 2 : From the original to the remakes

Postby Scripten » Tue Oct 03, 2017 9:10 pm

Freaklore1 wrote:Fusion on the other hand was a bit overused in story telling.


Even Fusion was fairly good in that regard. We got a few monologues from Samus and the missions from Adam, but that was pretty much it. The story was told simply, despite being fairly complex, especially for Metroid. Even the mechanics played into it. The final mission sequence, when Samus is free to explore the entire BSL station, is only achieved when she realizes the extent of the Federation's involvement in the furthering disaster and her being used. I could probably write a thesis on the ways that Metroid Fusion's story and mechanics integrate with each other.
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