The World Design of Metroid Prime 2: Echoes | Boss Keys

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  • Опубликовано: 1 окт 2024

Комментарии • 953

  • @WeeklyMusicalShitposts
    @WeeklyMusicalShitposts 5 лет назад +1754

    We better get that Metroid Prime Pinball vid or I'm gonna blow my top

    • @spartanq7781
      @spartanq7781 5 лет назад +42

      Yes I must know how the pinball tables are designed. How will I know otherwise?

    • @HighLanderPonyYT
      @HighLanderPonyYT 5 лет назад +1

      *spinning top

    • @Canadas_Very_Own
      @Canadas_Very_Own 5 лет назад +5

      Came here to say this.

    • @wicketlink
      @wicketlink 5 лет назад +31

      Began the burgeoning pinballvania genre, I hope we get to see a Yoku's Island Express on here too

    • @GetsLonely
      @GetsLonely 5 лет назад +1

      I was going to say that as well.

  • @GeoDGeo
    @GeoDGeo 5 лет назад +658

    Okay, but you're gonna do a full episode on Prime Pinball anyway, right?

  • @char1194
    @char1194 5 лет назад +960

    13:30
    How could you crush my metroid prime pinball hopes and dreams like that

    • @originalph00tbag
      @originalph00tbag 5 лет назад +11

      Didn't just crush them. He teased them first.

    • @astralm8072
      @astralm8072 5 лет назад +3

      Shoot a beam at him.
      Oh wait

  • @rafaeldapper40
    @rafaeldapper40 5 лет назад +567

    One day me boys, we will be here watching GMTK about Prime 4.

  • @bradbailey5481
    @bradbailey5481 5 лет назад +72

    Prime 2 is so underrated. It has an unmatched atmosphere and soundtrack. It also has one of the greatest concept artists to ever grace the industry imo (Andrew Jones), who quit the industry immediately after working on Prime 1 and 2. The Prime games were the only games he worked on.

  • @darkghor6372
    @darkghor6372 5 лет назад +515

    I actually really liked the "steal dark generator power, travel to light world, power light world generator" aspect, including the backtracking. While fleeing the dark world with the stolen energy, it feels like the area is collapsing due to the new red tint, and enemies come swarming at you, like they know you're attempting to escape. It's so TENSE as you try to get the heck out of there.
    Then when you make it back to Aether itself, you're like "hell yeah, I'm home" and that march back to the light world temple to install the power is the TRUE victory lap.

    • @chaosmiles07
      @chaosmiles07 5 лет назад +60

      Kinda like an escape sequence from the classic Metroid games, only without an explicit timer until the very end.

    • @PrimeHylian
      @PrimeHylian 5 лет назад +41

      For sure, feels oddly rewarding to travel back to and return the energy yourself, and to travel back to Umos. You get to see the light have an effect on the area as you leave.

    • @JustJohn43
      @JustJohn43 5 лет назад +28

      Oh man what a good description. I love Prime 2, when I do a playthrough I usually end up having nightmares where I'm stuck in the Dark World and I feel that very tension you're describing

    • @Balthazar2242
      @Balthazar2242 5 лет назад +3

      Never had that sensation once. Was more like another confusing chore.

    • @Patrick-ho3st
      @Patrick-ho3st 5 лет назад +4

      It'a a nuanced touch that does go a long way. I do wish they included more unique, scripted encounters as you were fleeing the dark world with the energy.

  • @AdamRBi
    @AdamRBi 5 лет назад +348

    "Metroid Prime Pinball-- sorry, Metroid Prime 3."
    Metroid Prime Hunters would like a word.

    • @aggressivelymediocre350
      @aggressivelymediocre350 5 лет назад +96

      Metroid Prime Trilogy on Switch:
      Metroid Prime Hunters
      Metroid Prime Pinball
      Metroid Prime Federation Force

    • @OtakuUnitedStudio
      @OtakuUnitedStudio 5 лет назад +10

      @@aggressivelymediocre350 Don't get my hopes up!

    • @henryfleischer404
      @henryfleischer404 5 лет назад +2

      Eh...

    • @jimmyjohnjoejr
      @jimmyjohnjoejr 5 лет назад +1

      @@aggressivelymediocre350 har har har

    • @trashaimgamer7822
      @trashaimgamer7822 5 лет назад +3

      @@aggressivelymediocre350 Don't give them any ideas. Knowing Nintendo they would totally do that just to troll us!

  • @GunnarClovis
    @GunnarClovis 5 лет назад +562

    0:38 Teasing us with a hint at Hollow Knight Boss Keys??
    Yes, please and thank you.

    • @BRICK101
      @BRICK101 5 лет назад +26

      I am so excited for that episode!

    • @anthonyalvarez2374
      @anthonyalvarez2374 5 лет назад +8

      I would like that as well

    • @callieturner5475
      @callieturner5475 5 лет назад +6

      oh god please man please

    • @hiimmloom
      @hiimmloom 5 лет назад +41

      He's said that Hollow Knight would be the focus of the last episode of the second season of Boss Keys

    • @domukaz
      @domukaz 5 лет назад +5

      @@hiimmloom I forgot about that. Getting hype

  • @brannanvitek1035
    @brannanvitek1035 5 лет назад +66

    I'd like to add a thought to the key hunt at the end! :)
    It was glossed over a bit, but that shining white suit at the end *eliminates the acidic atmosphere* .
    That means, once you start the key hunt, the entirety of Dark Aether is your oyster.
    You get to go around all the cursed areas you used to be too afraid or too careful to spend time in, and have an absolute friggin power trip stomping all over your enemies and reveling in the new freedom.
    That being said, a key hunt is still a key hunt. Mark put it perfectly when saying the lore clues were neat, but they desperately needed to be found along the way through the three areas. Amazing video, as always!

  • @The5lacker
    @The5lacker 5 лет назад +279

    I feel like the purpose of the Key Hunt in all of the Prime games, especially the "After you've collected everything else" part of it, is to encourage players to explore previous areas with their full arsenal to find upgrades. If you were able to immediately jump to the final boss after the Sanctuary Temple, that would give you no reason to go to the Agon Wastes and scoop up the dozen or so upgrades hidden away that require later upgrades like the Screw Attack and Power Bombs. Is it a bit artificial? Perhaps, but what are the alternatives? Having all of the collectibles in a zone be collectible with the items in that zone? Congrats, you've just made the starting zone the same puzzle fourty times. Balance the final boss around the idea the average player will have maybe half of the available pickups? Congrats, anyone who DID go around scouring the world is going to wind up wildly unchallenged. Retro studios went with an approach that, while a tad heavy handed, is totally in line with the Metroid tradition of "Now that you have everything, go scour the world for 100% completion." That's WHY collectibles are placed that you can't possibly get the first time you see them. Adding in a late-game treasure hunt to jog your memory of all of those things you might've noticed strikes me as the most sensible way of going about things, the more I think about it.
    Honestly, if there's one thing I like the most about this series it's hearing your complaints and then trying to imagine the world where it was actually designed that way. Like, yeah, if you could collect all of the keys before the endgame you wouldn't have to make a lap around the game world at the end of the game... except for all of the collectibles that need your endgame gear to even be collected. And if your immediate response is "Well just remove those, then" you wind up with either a game littered with the most easy to collect collectibles ever or a game where the starting zone has, like, two energy tanks and four missiles while the last zone has a collectible density of one per every five square feet. That sounds like a nightmare.

    • @GeneralBolas
      @GeneralBolas 4 года назад +40

      "but what are the alternatives?" There are many alternatives.
      The Super Metroid way was to loop you back around to your ship. When you return to your ship, the game opens up and you're expected/encouraged to explore wherever you like. Your recently acquired gear allows you to get to lots of new stuff in Brinstar. And since you have to work your way back to Norfair to progress anyway, you're going to explore regardless of which route you take.
      The Metroid Prime method (ignoring the artifacts themselves) was to make you leave the Phazon Mines and find *two* items, in very disparate locations in the world. This encourages you to explore old areas since you have to do exactly that in order to progress.
      It's also important to note how the other games handled what powerups make which items available. Super Metroid makes all items in Brinstar accessible upon acquiring the Gravity Suit, and 90% of the items in Brinstar can be found with just the stuff you get in your second trip to Norfair. In Prime 1, when the game dumps you out of the Phazon Mines to get the Plasma Beam and X-Ray visor, you are able to get *everything* that isn't in the Phazon Mines with just that gear.
      Lastly, there's an even easier method: don't care. You don't *have* to force OCD on players. If the player wants to go back and scour old areas to get new stuff, that's fine. If the player wants to just progress and end the game with what they have, that's fine too.
      Indeed, my main annoyance with the Echoes method is precisely that: I'm an OCD player. When the game forced me to go back to the Temple Grounds from Torvus Bog with a bunch of new gear, I took the time to go back to Agon and look for stuff. I explored on my own because that's what I wanted to go. I didn't need a late-game treasure hunt to "jog my memory" about anything; I'm playing a *Metroid game;* exploration is what it's all about.
      But my early trips to Agon were a huge waste of time because... I was going to have to go back there *anyway* to get the Sky Temple keys.
      Indeed, on my first playthrough, I went back to Agon and the Temple Grounds several times with newer gear, simply to explore (because again, this is a Metroid game). And then I found out I had to go back *yet again* at the very end, for a completely arbitrary reason. That felt like I was being punished for exploring, that I had wasted my time exploring on my own when I could have just waited until the game forced me back there. Why bother going back early when you're going to have to cover 80+% of the same ground to get those keys? Just get the stuff in those areas when the game forces you to.
      The fact that I didn't find anything particularly of value also made exploration feel like punishment. The beam combos were all uniformly terrible powerups, using up lots of missiles and ammo for little real combat benefit.
      "Like, yeah, if you could collect all of the keys before the endgame you wouldn't have to make a lap around the game world at the end of the game... except for all of the collectibles that need your endgame gear to even be collected. And if your immediate response is "Well just remove those, then" you wind up with either a game littered with the most easy to collect collectibles ever or a game where the starting zone has, like, two energy tanks and four missiles while the last zone has a collectible density of one per every five square feet. That sounds like a nightmare."
      The facts of prior games do not bear this out. Prime 1 managed to do this just fine. You could walk into the Omega Pirate boss fight with almost every missile expansion and every energy tank save the one past him. And with 11 of the 12 artifacts, with the 12th one being 4 screens before the boss fight.
      Super Metroid managed to do it too. There are very few items that actually *require* the Screw Attack.
      So I would say that your assessment of the consequences of such changes don't jive with the facts of other games. The fact that Echoes failed to balance the Light Suit properly is evidence of its failure, not evidence of the problem being unsolvable.

    • @legrandliseurtri7495
      @legrandliseurtri7495 4 года назад +12

      @@GeneralBolas The Omega Pirate happens right before the final boss... Literally no difference with Echoes, you still need to loop around the world just before fighting him. Prime 1 was even worse.
      Super Metroid did pretty well, that's true. I believe the worst case of 100% a Metroid game is zero mission. The power bomb...

    • @GeneralBolas
      @GeneralBolas 4 года назад +7

      @@legrandliseurtri7495 "The Omega Pirate happens right before the final boss... Literally no difference with Echoes, you still need to loop around the world just before fighting him. Prime 1 was even worse."
      Here's the difference. In Prime 1, the game kicks you out of the Phazon mines to get the Plasma Beam and the X-Ray Visor. With those items, you can collect *everything in the game* with the exception of the stuff in the bottom floor of the Phazon Mines. So it is possible to take that opportunity to go and collect everything there is to collect that isn't in the Phazon Mines. If you do so, you just go kill the Omega Pirate, pick up the last key 4 rooms earlier, and then go straight to Ridley.
      In Echoes, the game kicks you out of the Sanctuary Fortress to get the Power Bombs. However, there are 4-5 keys you *cannot* get yet, and there is at least one in every area of the world. So after killing Quadraxis, you have to go back to the Temple Grounds, get the Light Suit, and go through *every area in the game* before you can go fight Emperor Ing. If you explore through the areas with your Power Bombs before the Quadraxis fight, then you are *wasting your time,* as you will have to go back to all of those areas again for the key hunt.
      The path in Prime 1 is "Phazon Mines->find everything->Phazon Mines->Omega Pirate->Ridley". The path in Prime 2 is "Sanctuary Fortress->Torvus Bog->don't explore everywhere->Sanctuary Fortress->Quadraxis->Light Suit->explore everywhere now->Emperor Ing".
      See the difference? In Prime 1, the game tells you "go explore now, your time will not be wasted if you do" before the Omega pirate. Echoes looks like it's saying the same thing, since it kicks you out of the Fortress, but it is actually *lying to you.*
      A game that lies to you is not a good game.

    • @legrandliseurtri7495
      @legrandliseurtri7495 4 года назад +5

      @@GeneralBolas 1) There is an elevator for the Power bomb thing when you return... Unlike the Ice beam, the gravity suit, the spider ball(all the way throught the space pirate base)and the x-ray visor(climbing all the way to the top phazon mine, yeah...). Which means the Power bomb comparison is completely irrelevant to the discussion, cause you still get echo visor and screw attack before quadraxis. So you were stupid to explore after the Power bombs. Not the game's fault.
      2)Like I've shown in point 1, Prime 1 already forced you to go throught the map before the artifacts, while for Echoes it's almost the first time. Which makes it better.
      3)That last artifact with the phazon suit is also incredibly tedious, and it makes the way to Ridley much longer than 4 rooms, since the artifact is in the exact middle of the phazon mine level 3. Only the lower sanctuary fortress sky key can compare to that level of out of the way, and at least that one is unexplored territory.
      4)Omega Pirate, Ridley and Metroid Prime are all so tedious that I would prefer doing the artifact victory hunt after Omega Pirate cause my god those bosses are boring.

    • @GeneralBolas
      @GeneralBolas 4 года назад +4

      @@legrandliseurtri7495 "There is an elevator for the Power bomb thing when you return..." - Assuming you want to go straight back to the Sanctuary Fortress, instead of using the opportunity to explore. You know, like in a Metroid game.
      "Unlike the Ice beam, the gravity suit" - I want to talk about the post-Thardus section of the game, because it's actually quite interesting from this perspective.
      After Thardus, you use your newly found Spider Ball to explore and find the Ice Beam. But the way you do this is quite interesting because there are many ways to go about it.
      See, Thardus's room has a back entrance that leads to an elevator to an area of Magmoor that you've never been to. This eventually leads back to old areas of Magmoor (though Spider Ball locks). You now have two choices. You can either go through the Tallon Overworld->Chozo Ruins route to get to the back area of the Ruins. Or you can go back through Magmoor to the Sun Tower area of Chozo Ruins where you first entered Magmoor. If you do the latter, you get to fight your first Chozo Ghosts and collect an artifact.
      But through either path, once you get to the back area of Chozo Ruins, it's all new terrain.
      After the ice beam, you have to go back to Phendrana. But the back area of Chozo Ruins has a very convenient one-way exit to a place that is right next to the crashed frigate. Which just so happens to be the place where you need the Gravity Suit. Which means that the game is cleverly designed so that you know *why* you need the Gravity Suit. You're not just looking for a thing because that's where the map says to go.
      So you're traversing old terrain, but now you're doing it with a purpose. Plus, because you left Phendrana through a back entrance, you now remember that you can go through the middle entrance of Magmoor to get back to that place quickly. A place where you probably remember an ice-beam door. You're retreading old terrain, but it's a lot shorter because you know how to use the doors and passage you've opened up previously.
      There is nothing in Echoes quite like that. Prime gives you tons of these shortcuts when it tells you to back-track; Echoes almost never does.
      "the spider ball(all the way throught the space pirate base)" - ... maybe you mean the Thermal Visor. The Spider Ball is taken from the Thardus boss fight, which is outside of the Pirate Base in Phendrana. Also, getting the Thermal Visor causes all the Metroids to start breaking out, which makes the run though that area extremely tense and therefore different from the way it was before.
      "and the x-ray visor(climbing all the way to the top phazon mine, yeah...)" - That's not where the X-Ray Visor is (it's in a remote area of Tallon Overworld, near the main entrance to the Phazon Mine). Maybe you're talking about the Grapple Beam. Which again requires traversing mostly new terrain and is therefore not just back-tracking.
      "So you were stupid to explore after the Power bombs." - When a game tells me to leave an area to explore elsewhere, it is entirely reasonable to assume that it *means* to explore. Also, I am not psychic, so I can't know that there will be more powerups in the future.
      "That last artifact with the phazon suit is also incredibly tedious, and it makes the way to Ridley much longer than 4 rooms, since the artifact is in the exact middle of the phazon mine level 3." - No it's not. It is exactly 5 rooms (I got the number wrong) from the Omega Pirate boss; just *go backwards*. And you're expected to remember that there was this corridor that you couldn't get to without the newly acquired Phazon Suit. Because again, it's a Metroid game, so exploring is what you're supposed to be doing.
      "Like I've shown in point 1, Prime 1 already forced you to go throught the map before the artifacts, while for Echoes it's almost the first time. Which makes it better." - That is only true if you're treating the game like a linear game that becomes non-linear at the end. That is, if you're playing the game by letting your map tell you where to go next and ignoring everything else on the way to/from there.
      It seems to me that your issue with Metroid Prime is that... it's a Metroid game, and you favor Echoes because it's less of a Metroid game.
      The overall point I'm making here is that Prime encourages and rewards exploration. When the game forces you to leave an area, the game is not just telling you to go to point X. It encourages you to use your new gear to explore broadly, and it rewards that exploration. It provides convenient shortcuts to make backtracking easier and more digestible. And you can get most of the keys during forced exploration *before* the final bosses.
      Echoes rewards a style of play where you go exactly and only where you're told, *when* you're told, and you should only explore when the game stops telling you where to go. You may prefer that, but you can't say that it's a more Metroid-like experience.

  • @nicocchi
    @nicocchi 5 лет назад +280

    Oi, don't go dissing our boy Metroid Prime Pinball. It legit does stuff better than Metroid Prime
    Namely it lets you collect artifacts during the game :^)

    • @WaveOfDestiny
      @WaveOfDestiny 5 лет назад +9

      You can collect all artifacts but one in prime before beating all bosses. Normally by item hunting

    • @DrnMontemayor
      @DrnMontemayor 5 лет назад +1

      You can pick Artifacts, keys, and cells easily as you play through the world. Very few require backtracking from the end of the game, namely those forcing you to have the Light Suit.

  • @youngcrespo
    @youngcrespo 5 лет назад +299

    Mark puts a clip of hollow knight in every boss keys episode just to destroy our hearts
    GODDAMMIT I WANT IT NOW

    • @JayMarBu
      @JayMarBu 5 лет назад +2

      YoungCrespo same dude, still one of my all time favourite games

    • @BridgetWirth
      @BridgetWirth 5 лет назад +11

      Right?! TBH I don't really care about Metroid. I know it's a classic, and you can't legitimately talk about "Metroidvanias" without talking about Metroid and Castlevania, but let's be real, Hollow Knight perfected the genre. It is *the* example of what a Metroidvania in the modern era is and should be.

    • @abbasaltake1414
      @abbasaltake1414 5 лет назад +4

      ​@@BridgetWirth It did not perfect the genre at all. Its still have flaws... I did not like map at all. Hollow knight is bit overated. Im very big fan of metroidvania and I really did not feel hollow knight at all.

    • @JayMarBu
      @JayMarBu 5 лет назад +4

      Domingo Ishmael Adams nah dude while I love hollow knight to bits, like u said one of my favourite games, I think it’s still better to talk about the original classics first, then he can start talking about how modern metroidvanias like hollow knight, ori, ect. Differentiated themselves from them to stand on their own two feet instead of being simple repeats of what came before.

    • @gunslinger9786
      @gunslinger9786 5 лет назад +4

      @@BridgetWirth If you don't care about metroid then why are you watching a video about metroid? Metroid is a far more legendary franchise then hollow knight.

  • @zipzip070
    @zipzip070 5 лет назад +93

    I loved Prime 2. Actually, it feels better every time I replay it. I've always preferred Metroid to Zelda but Prime 2 to feels like the Majora's Mask to Prime 1's OoT. Took the foundation of Prime 1 and experimented with the formula. I really enjoyed the challenge in Echoes. The constant ticking away of HP and the safe zones never really bothered me as much as I appreciated what it did for the game's character. It made exploring the Dark World feel rightfully oppressive, and I enjoyed that, even if it's not an opinion shared by all.
    Exploring Dark Lower Torvus actually felt suffocating with all the toxic water, underchambers, and eerie ambient soundtrack. By the time I made it back to the Light side I felt like I had escaped from drowning. I hated being down there, but I loved that I hated being down there, if that makes sense. I was impressed at the game's ability to create atmosphere, just as in the first game. Combat was stepped up too, with things like the Quadraxis battle being some of the most clever and exciting tests of in-game mechanics in a first-person game of its kind.
    Love the game and I revisit it still about as often as I do with Prime 1.

    • @Savage--
      @Savage-- 5 лет назад +2

      I completely agree with everything you said.

    • @TonyStarkCLC
      @TonyStarkCLC 3 года назад

      If Metroid Prime had included the Screw Attack, it would be the perfect METROID game, but it sorely lacked the item that is basically the icon of the metroid saga. A staple from day one. Having the Screw Attack icon being replaced by suit upgrades felt like a backstab.
      Echoes repeated the trend, but at least added a redesigned screw attack icon and brought back a Sacred power up that existed in every METROID game so far (except Prime 1 of course).

    • @radladstudios
      @radladstudios 3 года назад +5

      I replay Prime 1 just as much as Prime 2, but I always have more fun with 2 as the game becomes more fun each time I play. Where as Prime 1's problems just get more pronounced.

    • @yusufh7278
      @yusufh7278 3 года назад +4

      @@TonyStarkCLC I don't get the religious fervor for the Screw attack. As a Metroid fan all the screw attack means to me is just to trivialize exploration and sort of get you to the end quicker by eliminating combat and breakable blocks all together.
      I will never understand why people complain about Primes lack of a relatively pointless upgrade. Though the screw attack in Prime 2 serves more useful and entertaining upgrade than all of the 2d versions

    • @HerMi.T
      @HerMi.T 2 года назад

      @Morph Ball true but it still a experiment in some good ways for a metroidvania style game.

  • @jerymaster
    @jerymaster 5 лет назад +110

    I think the "victory lap" at the end is there to make you fully enjoy the full kit you have at that point. It make you think "oh! that part was hard when i did not have X" feeling more powerfull and accomplished, showing you all the work you did to get where you are.

    • @The5lacker
      @The5lacker 5 лет назад +5

      Plus, it allows them to put collectibles that require endgame gear in starter areas, so that you might see them and go "Ooo, can't wait to come back and crack that open." Yeah, you can technically do that without the victory lap, but you'd have likely forgotten about them by that point.

    • @Graphomite
      @Graphomite 5 лет назад +6

      Sure, but there are better ways to handle a victory lap than just making players do a less interesting thing in these familiar areas. The fact no new content is really there upon revisiting suggests the game is trying to fill a bit more time with a cost effective lead up to the climax. It's not bad or unfun, but it is uninspired.

  • @madbrosheo1514
    @madbrosheo1514 5 лет назад +29

    I really love the aesthetic of Prime 2. I know some people prefer Prime 1, but I thought it was a bit more generic with the snow level, lava level, forrest level, etc. Prime 2 is less diverse in terms of color, but also more unique. I could go on and on about how much I love this game, but you know the major reason people love this game...?
    The boss battles! (Except boost guardian.)

    • @GBDupree
      @GBDupree 5 лет назад +9

      It is a bit dull in terms of colors, but it still uses a wide range of that small spectrum of colors, so there is a lot of blue, but there is dark/light blue, green blues, red blues, black blues, and browns too, and they correspond to each area enough to keep them distinct.

    • @BrendonKing
      @BrendonKing Год назад +1

      Honestly the Quadraxis fight is worth any quirk MP2E had

  • @Ziostorm
    @Ziostorm 3 года назад +2

    It’s not supposed to be Zelda. It’s a Metroid game, backtracking is just part of it. There’s a reason you have a % of items found and a reason to go back and find the keys. If you didn’t have to, that nullifies 99% of sky temple

  • @kydrikezagrint7802
    @kydrikezagrint7802 5 лет назад +24

    Metroid prime 2 is actually my favorite gamecube game. Hope they put the trilogy on switch.

  • @TheBigAyland
    @TheBigAyland 4 года назад +14

    One thing of note for the Sky Temple Keys is that the Keybearer Locations in the Light World, Correspond to the Sky Temple Keys in the Dark World. They are both in the same rooms, just in different worlds

    • @spartanq7781
      @spartanq7781 4 года назад +2

      I never made that connection neat.

    • @desertdoggoalt
      @desertdoggoalt Год назад +1

      well my next playthrough just got a lot faster

  • @Waffletigercat
    @Waffletigercat 5 лет назад +185

    I really don't understand why you are so upset that an exploration-focused game asks you to remember the world layout and do a "victory lap" at the end. Seems like the logical conclusion to an exploration game to me. I wasn't bothered by it at all.

    • @joaorobalo7594
      @joaorobalo7594 5 лет назад +50

      It would be better to allow you to acquire those items WHILE you're doing the exploring, instead of having to wait until the final power up.

    • @grantm5495
      @grantm5495 5 лет назад +37

      I guess it's kind of a pace breaker because when you are doing the final victory lap, you aren't getting many (if any) new upgrades, and it's all in areas you have explored before (not always bad, but can be a little repetitive). You also have to do many of the keys at the end of the game, or close to the end, meaning that you are running through previous areas with no new upgrades for a long period of time all at once. It would have been better if you could find keys as you're exploring new areas and finding new upgrades so you don't have to do them all at once, and you can often be finding upgrades while you do it. But then again I've never even played the game so...uh, don't listen to me lol

    • @DarkSpar13
      @DarkSpar13 5 лет назад +26

      I don't think he's upset by that at all, so long as the game is upfront about intentional interconnectivity. He doesn't like the bizarre outliers when a game makes a point of keeping itself contained in a single area. And the victory lap would be fine if it unlocked a secret boss or special ending, but it shouldn't be needed to finish the game. At least that's the impression I get (and I largely agree with it, though I personally enjoy doing the victory lap even if it's forced).

    • @juicybutterriblydrab
      @juicybutterriblydrab 5 лет назад +36

      I mean he explains that it kills the pacing for him. You might not have felt that but it's still a valid interpretation.

    • @LinkMarioSamus
      @LinkMarioSamus 5 лет назад +2

      I'm not particularly bothered by the fetch quest in Prime 1, but I could definitely do without it.

  • @latrodectusmactans7592
    @latrodectusmactans7592 4 года назад +11

    This video feels like you missed one of the most important aspects of Prime 2’s world and level design:
    How the power-ups and shortcuts MASSIVELY reduce backtracking along the same routes. You start with an incredibly restricted and convoluted route, especially with all those examples of Dark Aether blocking your path. You end with basically absolute freedom and the ability to cut a straight line through the map wherever you want. Sure, this happens to some degree in every Metroid game, but Prime 2 does it to a better degree than any other 3D Metroid.
    There’s a powerful feeling of growth.

    • @spartanq7781
      @spartanq7781 4 года назад +4

      Upon my second play through I realized this. Prime 2 has brilliant level design. It really doesn't get enough or any credit for it.

  • @ilianceroni
    @ilianceroni 5 лет назад +15

    I think that the keys shoulded be like the "unkown power up" in zero mission, you get them during the game but you have no idea what they are untill that point of the game. Of course they could be optional and at least one of them could require to get a special power up, but the fact you have to come back to all the area after a while for all of them was the main problem I had with this game. Nevertheless, I love the Prime trilogy XD

  • @ArchetypeGotoh
    @ArchetypeGotoh 4 года назад +5

    “Gaff about for hours” looking for the sky temple keys? My dude, maybe an hour tops, assuming you haven’t played the game before. Don’t be obtuse, the dark visor isn’t obstructive to exploring the world, and you get it before the third area, and the keybearers are all in obvious places so they aren’t hard to find either

  • @Alianger
    @Alianger 3 года назад +5

    2:20 that's already solved by the hint system (which is on by default), and could've been with placeable map markers as well. For example you do come across that magnet rail at 3:40 earlier on but you might've forgotten about it afterwards.
    The game also could've introduced teleporting earlier to alleviate some of the backtracking.
    While the execution could've been smoother in these ways, it's kinda the whole point of MVs compared to Zelda-likes to not have completely self-contained sub areas or dungeons (it still wouldn't have that since there are various upgrades to go back to though, which Zelda doesn't really do for its dungeons, only the OW).
    4:30 Seeker missiles doors are actually marked though so not the best example of rewarding remembering ability gates

  • @ElysiumAM
    @ElysiumAM 4 года назад +7

    One awesome detail that I thought was the coolest thing ever in Metroid Prime 2 was the Sky Temple Keys. Not because you had to hunt them down, but because you can see them easier from Light Aether than from Dark Aether. I remember the first time I saw one in Light Aether from like a room away while walking around with the Dark Visor equipped and was wondering what the hell it was that I was seeing. It was at Torvus Bog, I just saw it there through the floor and walls, investigated it for a bit before going to Dark Torvus and realizing that I can't see it anymore, and I can't investigate the area because of the Poison Swamp that needed the Light Suit to go for. BUT, I did notice it a lot more in the light world because that caused me to start paying more attention to rooms with the Dark Visor on. It made me discover a lot of the Sky Temple Keys earlier than normal because I really wanted to know exactly what the hell that silhouette that I saw in light Aether was. Found them all without the hints. I didn't even know there were any hints to them actually, because of the Dark Silhouettes that I saw in Light Aether, I just knew that there were 9 of em.

  • @lukaskaufhold2354
    @lukaskaufhold2354 5 лет назад +52

    This is probably my favourite series on youtube right now

  • @niespeludo
    @niespeludo 5 лет назад +20

    Wasn't expecting this today, good video. I remember thinking Metroid Prime 2 always felt like A Link to the Past to me when I was playing it, not only because of the Light World and Dark World mechanic but something I couldn't put my finger on back then. It doesn't help that I was playing the GBA release of A Link to the Past at the same moment back then.

  • @spaceonisorceress4406
    @spaceonisorceress4406 3 года назад +3

    Echoes is actually my favorite Metroid game, but I too got stuck in same place you did, wrt the Power Bombs. I too played without the Hint System and believe it should never be necessary to avoid feeling stuck.

  • @Table53
    @Table53 5 лет назад +107

    Top notch video, but after all this time I don't think any of us expect anything less! Thanks, Mark!

  • @Blackthornprod
    @Blackthornprod 5 лет назад +40

    Excellent video Mark :D ! I've never played these older games you talk so much about in Boss Keys, so it's so interesting and helpful to have you dissect/analyze them. They're full of interesting ideas but also mistakes we can learn from.
    By the way, incredible thumbnails xD

    • @aritude1
      @aritude1 5 лет назад +12

      Calling Metroid Prime 2 old... oof
      Anyone else's hips creaking? No? Just me?

    • @ravenofcode8072
      @ravenofcode8072 5 лет назад +1

      @@aritude1 haha us kids find anything pre 2010 old

    • @MLWJ1993
      @MLWJ1993 5 лет назад

      @@aritude1 I might actually replay it (emulated in 1440p 16:9 if I can get a widescreen fix for it like prime 1 which I currently replay).

    • @luk3y935
      @luk3y935 3 года назад

      I'd play it first to come to your own conclusion, the prime series should not be missed.
      This video is nit picky to me, it is an exploration series after all. Honestly they are so good to play

  • @semillakan6
    @semillakan6 5 лет назад +34

    Metroid prime 2 is the best of them all. You can't change my mind

    • @rotoplax9309
      @rotoplax9309 5 лет назад +4

      And the desigms of the enemys and colour palette used in the game is so aesthetic for the eyes

    • @jessehelt3899
      @jessehelt3899 3 года назад

      No pinball

  • @Yussnan84.
    @Yussnan84. 5 лет назад +12

    MP2 > MP > MP3

    • @Table53
      @Table53 5 лет назад +2

      I actually love MP3..
      it's a great format for keeping large numbers of audio files with enough quality but without requiring unrealistic amounts of storage in portable devices.

  • @fredjones2170
    @fredjones2170 5 лет назад +9

    Actually, using the Dark Visor in the Light World will also let you see where Sky Temple Keys are located in the rooms’ Dark World analogues.

  • @WorthlessWinner
    @WorthlessWinner 5 лет назад +66

    That "daunting" feeling of exploration is one of the draws of the genre.

    • @luukdikken1150
      @luukdikken1150 5 лет назад +4

      I don't think you know what daunting means exactly.

    • @gardenhead92
      @gardenhead92 5 лет назад +1

      Different strokes. I enjoy some exploration but it shouldn't feel "daunting"

    • @okagron
      @okagron 5 лет назад +11

      Yeah, the part where you get a new item and then you have to remember where you can use it is actually great. Some people make it sound this is bad by default but it's not. The job of the developers is to make the world memorable, so that this could work.

    • @WorthlessWinner
      @WorthlessWinner 5 лет назад +3

      ​@@gardenhead92 - daunting means that the challenge feels like it can't be accomplished, like it's way too big for you to ever be able to do. If the developers can get you feeling that, but design the challenge such that you can accomplish it, they will get a lot of people to feel a lot of accomplishment. Giving players a feeling of "i can't do this" isn't necessarily a bad thing.
      As you say it depends on the audience you're aiming for, but i think that feeling of "impossible" exploration challenge and reward for beating the challenge (because the designers made it far less impossible than it feels) is a big draw to metroidvanias.

    • @leetri
      @leetri 5 лет назад +3

      I believe his point is that in order to progress the main story you shouldn't be asked to remember a tiny little lever in the corner of a room that has no distinguishing features at all while being off the beaten path and the last time you had to pass by there was 10 hours ago. Something like that is basically only good for an easter egg or at best a small upgrade. If you HAVE to remember something it should be memorable, like the giant golden statues of the bosses some of the games have.

  • @fotu7957
    @fotu7957 5 лет назад +84

    Stop teasing with Hollow Knight gameplay
    I'm seriously hoping you make a video on it!

    • @drunkhas
      @drunkhas 5 лет назад +11

      Hollow Knight will be the season finale, he already said it.

    • @Itsakoopahere
      @Itsakoopahere 5 лет назад +5

      I get the feeling he feels like Hollow Knight is the genre at it's best (It did become one of my favorites of the genre very fast, and the genre itself I would consider my favorite game type personally)

    • @abbasaltake1414
      @abbasaltake1414 5 лет назад +4

      @@Itsakoopahere Its definitely not best in the genre.

    • @spaceman_256
      @spaceman_256 5 лет назад

      Hopefully Silksong is out by then and he does a video on that too

    • @gjergjipocari8227
      @gjergjipocari8227 5 лет назад

      @@abbasaltake1414 so what do you think is the best of the genre? Honestly I find it hard to think of a game that has such a good combination of very good gameplay elements: the combat is fantastic and fluid, the platforming is top notch, exploration is really good especially combined with the best atmosphere of any game if you ask me. It has decent personalisation so you can play different ways. And let's not talk about the free content updates and stupid low price. Honestly can't think of a better game

  • @Katana_Mitch
    @Katana_Mitch 5 лет назад +13

    These videos are so painful. I just want to play Prime trilogy on my switch T_T

  • @Twisted_Logic
    @Twisted_Logic 5 лет назад +51

    I really think you just like Zelda rather that Metroid, which is why you prefer the Metroid with a Zelda-like structure. :P
    That said, I agree about being able to pick up end game keys from the beginning

    • @trajectoryunown
      @trajectoryunown 5 лет назад +7

      Seriously, backtracking has always been a staple of the Metroid series. Survey your surroundings and return when you get a new weapon or ability. This element helps establish an in depth understanding of the world. It makes the games much more memorable imo.

  • @Danielo7R
    @Danielo7R 5 лет назад +3

    Always thought this was the strongest Prime game. Yes, the structure is more videogamey, but the game greatly benefits from this. And I even only get annoyed by the Seeker Missile break, I always for some reason I can't quite remember thought the power bomb part actually came quite naturally, unlike the gigantic backtrack to the X-Ray-Visor in the first Prime game.
    Also, I get your point about missed potential in the puzzle design, but I think it's just enough to not confuse the player.
    All in all, I think this game is the strongest because it just made thinks "better". Better, more complex morph ball passages, much more intricately designed bosses and a metroidvania map without confusing you, without making you search without a clue. As much as people love Prime 1, I don't think you can really have a frustration-free experience with it without the hint-system in a 1st playthrough. I do think that's possible in Echoes. Even if the Seeker missile part is iffy. But at least it's right where at the entrance of the bog and you don't have to cross half Magmoor Cavern with no clue.

  • @EscanthonX
    @EscanthonX 5 лет назад +4

    When I played this game for the first time, our crt had problems with it's red tube. This made the dark world amazingly dark, as it made purples very dark, it was almost pitch black in certain places, and the Ing's glowing eyes would appear smeared and have have a strange lens flare effect. It really gave me nightmares as a kid, but I perservered and beat the game a couple months after I got it.
    I almost wish I could recreate the effect these days, haha

  • @CrossoverGameReviews
    @CrossoverGameReviews 4 года назад +16

    I love the ending to Metroid: Prime 2. After defeating the evil, a bunch of the aliens you helped out come out and bow down in gratitude, but Samus is like "Yeah, you'll get the bill in the mail. See ya."

  • @Gunnaromg
    @Gunnaromg 5 лет назад +29

    Good video!
    Noteworthy about the Power Bomb detour is that there's actually a shortcut nearby back to Sanctuary Fortress after obtaining it, cutting down on unnecessary backtrack. It leads the player to a completely new part of the zone as well which is really neat. Seeker Missiles don't give you any shortcut back to Torvus Bog but they're located very close to it that one is really not even needed.
    And can we all agree that Annhilator Beam is the coolest weapon ever, and it with the combination of the light suit makes the key hunt the sweetest victory lap of all time?

    • @legrandliseurtri7495
      @legrandliseurtri7495 4 года назад +1

      Still, the power bomb is just too far. Returning to Agon waste would have added variety at least. And there is an elevator too.
      But the sky temple keys should have been to limited to sky temple grounds.

  • @DeltaD36
    @DeltaD36 5 лет назад +7

    I think some of the backtracking is the entire point of being a metroidvania. I think it's important to have it.

    • @aktchungrabanio6467
      @aktchungrabanio6467 Год назад +2

      Yeah, no. This game takes it to an absurd level of tedium and boredom. It becomes unbearable.

  • @legionbeast
    @legionbeast 4 года назад +3

    Part of the reason both Prime 1 and 2 have the "final lap" to get keys is because the ending is ranked on your ITEMS collected, not the speed you finished the game. By making you wait until you have basically all the upgrades before letting you get the keys, it allows you to have a reason to backtrack to the areas you didn't have all the abilities to explore with and collect those items. This part is partly subjective in how it feels. Yes, some people go "but then they game just stopped" while people like myself felt "now I have the powerful light suit and am at full power, but I'm grabbing more ammo/health/abilities because this upcoming battle is for the fate of the planet." The light suit, while making you IMMUNE to the corroding effects of Dark Aether and allows you to traverse Dark Aether water, becomes your ability to be MORE powerful in the dark world than the light world thanks to the light stones that recover your health while standing in them.

  • @TheCrazyDancingBeardMan
    @TheCrazyDancingBeardMan 4 года назад +3

    7:34 i get where you're coming from with this but the suggestion you're making would make that room way too tedious. if you got the puzzle wrong a single time you'd have to sit through like two minutes of portal jumping cut scenes just to have a second shot at it. lol

  • @Kefka319
    @Kefka319 5 лет назад +6

    I'm surprised you didn't mention that the temple grounds itself is split up into thirds as well and that you lose the ability to backtrack through these areas at a couple points. I don't think it's as notable as the one-way door in Super Metroid's Brinstar but it does help keep the area you can explore more focused in the early game.

  • @CrimsonMoonM
    @CrimsonMoonM 5 лет назад +5

    I very much enjoyed how Prime 2 connected every single area to each other, which meant that you were never far away from any area no matter where you were (the fact that I never used the fast-travel even once during the key hunt is a testament to how interconnected everything was).
    Combining this game's ease of traversal with the first Prime's zig-zagging progression that requires you to backtrack between areas frequently would make for the Prime entry of my dreams.

  • @rambabugondala671
    @rambabugondala671 5 лет назад +41

    8:46 - So in the last episode of boss keys...
    Me: What?!
    8:48 - ... About prime one.
    Me: phew, OK.

    • @PiercingSight
      @PiercingSight 5 лет назад +3

      Yeah. The word "previous" would have been better there.

  • @recht_voor_zijn_raap5506
    @recht_voor_zijn_raap5506 5 лет назад +34

    Yes yes yes!
    I was waiting for this.
    Metroid Prime 2 is my favourite Metroid game of all time!

  • @Explosions_Guy
    @Explosions_Guy 5 лет назад +6

    I see what you're doing.... You're gonna pull a Dark Souls on us and have Hollow Knight be the last episode of the season whilst still teasing it in every video

  • @tronmerncutsman
    @tronmerncutsman 5 лет назад +3

    Prime 2 is my favorite game. Takes all of what Prime 1 did well and streamlines it a lot more, giving areas that are more engaging on their own and cutting out almost all of the obnoxious back and forth that the first game had and not breaking things too much like in Prime 3. The game certainly does have some blemishes with needing to leave the area (getting the power bombs is always a bitch), but I do appreciate that revisiting areas for mandatory upgrades at least gives you an opportunity to collect more expansions. It hits a very precise balance of openness and self-containment that works just right for me, and with enemies and bosses that are fun to fight, along with my favorite story of the Prime trilogy, I still have a blast coming back to this game all these years later.

  • @IncredulousPasserby
    @IncredulousPasserby 5 лет назад +12

    I dunno I think there's some merit to evaluating the game on its own instead of what people think it was meant to be. This is an atmospheric FPS that blends horror, exploration, and heroism into its own mix that - as you put it - isn't quite Metroid and isn't quite Zelda. And I think evaluating this game by the way the key path works out misses so much the game has to offer. As you said, there were lots of puzzles and things to remember with new powerups, they were just all for optional items. But just because it was for an optional item doesn't mean the game isn't rewarding and encouraging exploration.
    I love this game, and I'm upset that the majority of this video felt like it was complaining about the negatives of the key path when there were some major positives related to the overall level design that were relegated for one whole sentence at the end.

  • @Applesmaush
    @Applesmaush 5 лет назад +3

    One of the coolest things about MP2 was the three narratives going on simultaneously: Federation vs Space Pirate, Ing vs Luminoth, Samus vs Dark Samus. Any room could be used to further those storylines which keeps things fresh.

  • @smactork
    @smactork 5 лет назад +21

    Seeing you upload always makes my day

  • @alucard0712
    @alucard0712 5 лет назад +3

    man you nailed what i feel about my most beloved game. I've always loved the atmosphere but something i felt was "wrong", its not just complex - its out of logic making me exploring the world and hoping to find way to go. thank you! (i still remember this game as most dark and atmospheric, and if it ever be coming to VR i will playing this to death)

  • @Gemma-Majoran
    @Gemma-Majoran 5 лет назад +7

    actually thus far in my first playthrough of the trilogy, MP2 is my favourite for its interesting take on the metroid formula, aswell as its strange systems
    (Currently Beaten: MZM, MF, MP1,MP2, MoM, M)

    • @theplatformerreviewer6905
      @theplatformerreviewer6905 5 лет назад +1

      My favorite out of the Metroid Prime Trilogy.

    • @MLWJ1993
      @MLWJ1993 5 лет назад +2

      I'd say it is currently at least the best prime game (hopefully 4 matches it at the very least).

  • @Elfos64
    @Elfos64 5 лет назад +7

    I understand why the "puzzles" didn't Involve remembering locations in the opposite world. If they did, it would have just been a frustrating back-and-forth every time you didn't remember the right answer. But then again, just doing the obvious uncomplicated action to open the only path forward hard;y qualifies as a puzzle. It's a lose-lose.

  • @skuarf
    @skuarf 5 лет назад +12

    This soundtrack, oh lord have mercy!!

  • @Tucher97
    @Tucher97 4 года назад +3

    When I first played Prime 2 on teh gamecube, I hated it but when I replayed hte game on the trilogy version, I looked at it under a different light and enjoyed it quite a bit to hte point I fully ultilized the dark and light beams way more than I did before, also the various petrified corpses you can find littering aether are terrifying, you can find a dead child soldier, and 2 corpse, a father and daughter dead next to each other

  • @jaredwalley5692
    @jaredwalley5692 3 года назад +2

    One thing I like about the structure of this game, as well as MP1, is that you get a few items, and then face a boss. Then it repeats. And repeats. This says to me "learn to use what you've received, it'll be on the test later."

  • @Monody512
    @Monody512 4 года назад +2

    Why compare the split-up world to Super and Prime when Fusion is the much more analogous example?
    Dark Aether isn't irradiated; its atmosphere is corrosive. Also you're not "powering up a reactor in Dark Aether", you're stealing the energy from the controller and returning it to Aether. That's the opposite of powering it up. (I do wish the game did more with this, like making each one an escape sequence with you pursued by the Ing.)

  • @rosslampert2641
    @rosslampert2641 5 лет назад +29

    “Splitting the game into pieces makes the world easier to digest.”
    I wonder if you’ll keep that idea intact when you cover Fusion later on

    • @SeightJam
      @SeightJam 5 лет назад

      Why wouldn't he?

    • @rosslampert2641
      @rosslampert2641 5 лет назад +13

      @@SeightJam most people criticize Fusion for being mission-based w/ self-contained levels and whatnot - the usual line is that thoroughly-designed, self-contained dungeons are for Zeldalikes and big, tenacious, interconnected maps are for Metroidvanias. This video is the first time I've heard of piecemeal level design in a Metroid game being presented as a positive instead of a negative
      I personally welcomed the change when it first came out - Fusion was my favorite of the series for a while. But I've been in the minority on that for some time now, and I wonder if GMTK will be as forgiving as I was about it if this is what he has to say about Echoes

    • @SeightJam
      @SeightJam 5 лет назад +3

      @@rosslampert2641I see what you're saying. I personally think Fusions Sectors were great for level design for the same reasons that GMTK mentioned in this vid.It was way easier to remember certain parts of the game and where things were when it was broken up into smaller maps. I also don't think Fusion is any less of a Metroidvania just because of it's linear self contained level design. It still does all the things that a good Metroidvania should imo.

    • @rosslampert2641
      @rosslampert2641 5 лет назад +2

      SeightJam 100% agree. In fact, if it were readily available (and if it weren’t for the spoilers), I would offer it as a great introduction to the series for anyone who hasn’t played a Metroid game yet. Starting off with bite size pieces could more easily warm people up into the whole-ass meal of game maps like Super and Prime

    • @Gorfinhofin
      @Gorfinhofin 5 лет назад +9

      Fusion was my first Metroid game. It was a really good starting point, and I think it does a great job of balancing the traditional Metroid formula with new ideas and more linear progression. I really like the moments where you're given a straightforward objective with a clear path, but then something goes wrong and throws you offtrack. And the way all the areas connect gets to be pretty elaborate.

  • @NicholsonStudios
    @NicholsonStudios 4 года назад +2

    Metroid Prime 1 and 2, I personally don't mind at the 'victory lap' of getting all the keys. Honestly it's the best change to feel like a super powered bountry hunter. Now that you have all the power ups and an awesome new suit (Phazon suit, light suit) you get to purposefully go through the game in the final leg and get all these keys, using your arsenal you spent a whole game gathering. It would be defeating to get the light suit, use it a few times, then face the final boss.

    • @spartanq7781
      @spartanq7781 4 года назад +1

      I do like that. Prime 3 always gives a God mode so you don't feel all that much more powerful.

  • @cubidog1
    @cubidog1 5 лет назад +10

    I enjoy every one of these boss keys you make, but I really just want the Hollow Knight episode!

    • @KrissyBlues
      @KrissyBlues 5 лет назад

      hollow knight's stated to be the finale of season 2 so hold tight

  • @Carlitonsp1
    @Carlitonsp1 4 года назад +2

    I assumed that the transdimensional items were a method of smoothing out exploration in the Light world by forcing you to go to the Dark world. Basically shortcuts that open up to reward navigation through hostile environments.

  • @MogMovies
    @MogMovies 5 лет назад +3

    After Super Metroid, Prime 2 is my fave game in the Metroid series, and I do believe the ideas and critiques you present here are fair. I did play through this with the hint system turned on, and I can see how the seeker- and power bombs can be annoying to find for someone who has turned it off. I have also never thought of each area as a Zelda dungeon, but that does kinda work.
    Also, screw the Boost guarding, and BIG thumbs up for Quadraxis; best boss!

    • @71jmonkey
      @71jmonkey 5 лет назад +1

      If you think Boost Guardian is bad normally, you should try fighting it without the Dark Suit. I think it took me at least a dozen tries.

  • @defunctchannel942
    @defunctchannel942 5 лет назад +5

    That and the spider ball segments sucked. Bosses were just DPS races to see if the dark world energy killed you before you did enough damage to them. And though you brought it up in the Breath of the Wild video, I'm surprised you didnt mention how everywhere in the dark world looks the fucking same. Ive only played Prime 1 and 2 each once, but I could probably draw up a rough map of the world from memory. The 2nd games world, besides being divided into a hub with 3 spokes, has forgettable rooms filled with crates and platforms protruding from walls in a spiral motion. maybe some acid on the game. the dark world only exacerbates that sameness of the various rooms.

    • @SlitheringStevePhilips
      @SlitheringStevePhilips 5 лет назад +1

      I got pretty excited my first time through when sanctuary fortress and ing hive had different names, finally thought they weren't going to be mirrors.
      Was disappointed.

    • @LeslieCheung1956
      @LeslieCheung1956 4 года назад

      The spider ball segments are the best parts imho.

  • @benwasserman8223
    @benwasserman8223 5 лет назад +17

    This game feels like a double-edged sword at backtracking. You can traverse easier but the light/dark world navigation is tedious as hell

    • @ReFreezed
      @ReFreezed 5 лет назад +2

      Yes, it's a constant back and forth between the light and dark words. So much time wasted just waiting through the portal transitions. I think the most annoying part is that room in Sanctuary Fortress with a million portals you have to to go through just to get another power bomb or something.

    • @abstractdaddy1384
      @abstractdaddy1384 5 лет назад +1

      Agreed. Traveling through Prime 1 felt organic. I didn't care I was going through areas multiple times because it didn't feel like backtracking. It just felt like I was navigating through 1 big, interconnected world. Prime 2 threw that out the window and also had the light/dark traversal which was really annoying at times.

    • @okagron
      @okagron 5 лет назад +2

      Yeah, it's the reason why Prime 1 is much better to me. The constant back and forth between the Light and Dark world is pace breaking. The cutscene that plays when you do it is forever burned into my brain for the wrong reason.

    • @aktchungrabanio6467
      @aktchungrabanio6467 Год назад

      @@abstractdaddy1384 Exactly!!

  • @vordaq
    @vordaq 5 лет назад +2

    Protagonist: can turn into ball
    Publishers: "make a pinball game!"

  • @thewingedpotato6463
    @thewingedpotato6463 5 лет назад +2

    I wouldn't consider the spider-ball track "forgettable" considering it's behind an otherwise inaccessible high-level door in the back of a fucking BOSS ROOM

  • @FPzero
    @FPzero 5 лет назад +4

    It's funny, I know it's not as focused but I really loved having to scour the whole planet in Prime 1 to find where to go next. Something about the way Prime 2 puts you in one area and then gives you almost everything you need to beat it within that area just doesn't feel as good to me. Because aside from the final key hunt and some extra powerups, there's basically no reason to revisit Agon Wastes after you beat the boss of it. Part of the fun to me is coming back to early areas when stronger and getting to find new things on paths you couldn't take before. It also gives a more natural reason to do some item collection. Chozo Ruins started out like this, where you got most of the items in it right at the start, but you knew there was still lots more to explore because the map continued beyond the Furnace and its spider ball track. And when you found yourself coming back for the Ice Beam, stopping to detour for a few missed items felt a lot more natural than doing so in Agon.
    It's probably just me and I can't deny that you're right about how the world is more focused using this method. It probably is better overall. I just know that I really like exploring areas and backtracking. It's fun to remember those places I saw in the past and sort through my mental notes.
    Though I won't defend the Power Bombs location. That one's really too far out of the way for its own good.

    • @Gunnaromg
      @Gunnaromg 5 лет назад +2

      There are two beam combos hidden in Agon Wastes in addition to the ones you mentioned.

  • @minimalismgaming8252
    @minimalismgaming8252 5 лет назад +2

    I know it's a newer game but since you put it in this video please please do Hollow Knight! It's such a phenomenal game with a beautiful and detailed world ready to be explored and picked apart. Except for path of pain. Nobody likes that.

  • @axon589
    @axon589 5 лет назад +10

    I feel like backtracking is core to metroidvania. I can't think of a good metroidvania game that doesn't require it(some just do it better than others). So I feel like complaining about the seeker missile and power bomb sounds like you're asking for a more linear game-not a metroidvania.
    If the game was more linear, without these backtracking moments, they'd just be too similar to Zelda.
    Linearity is not why I play Metroid and games like it

    • @grankwastaken
      @grankwastaken 5 лет назад

      Despite feeling that Mark was a bit strangely in favor of a more linear experience this time arround, i have to agree that by achieving a more middle term, conceptually a team can create some sort of new experience. But yhea, backtracking is core to metroidvania, the thing is when backtracking adds to nothing to the game in question.

    • @WaveOfDestiny
      @WaveOfDestiny 5 лет назад

      He can't make himself like backtracking. Thing is, that the best thing about prime games is backtracking. He just needs to open his mind and not play the game like it's a 2d metroid or a zelda, just as it is.

    • @Dasqal
      @Dasqal 5 лет назад

      Luis Chaves I don’t really see how seeing a cliff you can’t bypass at the end of a tunnel and having to go get an item that gives you a double jump and run all the way back to now be able to enter the area adds much. Its actually what I dislike the most about the metroidvanias and feels like a chore tbh.

    • @grankwastaken
      @grankwastaken 5 лет назад +2

      @@Dasqal Everyone has their own tastes, but in terms of design the appeal is getting to know an interconnected map/world and slowly unraveling it through exploration and the mental map you create yourself by playing it. Your description is too simplistic, its like saying: whats the appeal in a platformer? You just run to the left until you reach the end hahahaha

    • @WaveOfDestiny
      @WaveOfDestiny 5 лет назад +2

      @@Dasqal the fun is found when you figure out not only where to go, but when you can successively plan your movement and exploration so you can get all of the items in the least amount of time, feeling like a badass, a master of the game.
      You need the skill of memory, orientation and also try to guess what is the next step the developpers wanted you to do, and try to figure out your personal mental map even before the devs help you. If the game's done right, by the end you won't even need to look at the map that much, and that's when you feel really good.

  • @seraaron
    @seraaron 5 лет назад +4

    Shoutout to Metroid Prime Pinball! But seriously though, will you also be covering Metroid Prime Hunters?

    • @brunocar02
      @brunocar02 5 лет назад

      MPH is not really a metroidvania but this series isnt about metroidvania games anyways, its structure is experimental enough to warrant a small episode.

  • @GFMarine
    @GFMarine 5 лет назад +4

    Of the Prime trilogy echoes is my personal favorite, though it has its faults, the darker and more desperate atmosphere of the world and its characters is stellar, atleast to me it is. A couple of things that got me when I first played it were the possessed troopers since the way they shambled they scared the hell out of 9 year old me back wh. It came out and later on were the GF troopers getting overrun while that one guy was yelling for help.

  • @kevinwebster7868
    @kevinwebster7868 3 года назад +2

    Complains when a game makes players memorise an entire world map. Later complains this game doesn’t require players to memorise the entire map of two worlds. You get this bullshit when non gamers make gaming RUclips videos.

  • @Harbinger1998
    @Harbinger1998 5 лет назад +3

    I disagree that the final key hunt is just "faffing around." It is extremely important to give a period of time to USE the powerups you receive, especially powerful ones like the light suit. It lets the player feel how powerful they have become and their mastery over the world. Rushing immediately to the end boss and basically not using half your tools because it's just a combat encounter would give the impression of "what was the point in all that powering up?" For the same reason, all the keys shouldn't all be immediately accessible the first time you run across them.

  • @MartinXKid
    @MartinXKid 4 года назад +2

    I liked having to steal the energy in the dark world and backtrack my way to the light world cause meanwhile you're being hunted by the Ings and Space Pirates who become desperate to stop you on your tracks.

  • @DaXtremeXP
    @DaXtremeXP 5 лет назад +4

    Metroid Prime Pinball is a Masterpiece QUADRUPLE A AT LEAST

  • @MastaGambit
    @MastaGambit 5 лет назад +2

    You guys missed an opportunity to rename the series "Temple Keys" just specifically for this video lol

  • @LTdrumma
    @LTdrumma 5 лет назад +7

    you bashed the game for 12 minutes and then say I need to give it more love...

  • @GoldenJLR
    @GoldenJLR 5 лет назад +2

    It's Prime 2!... My least favorite prime game, it's so easy to get lost in this game because of the 2 worlds gimmick and the key hunting, from the prime games Echoes is the only game I don't want to revised anytime soon

  • @brynshannon6692
    @brynshannon6692 5 лет назад +3

    I honestly LOVE all of the Prime games. Can't wait for MP4.

  • @chefitaly7339
    @chefitaly7339 3 года назад +2

    I love all these boss keys episodes. Great job man.. this one happens to be my favorite prime game, I had never been so excited for a game to come out as I was when this came.. I even bought a whole new Metroid themed silver GameCube that came with prime one so I could have my own personal system lol.. the best childhood fun

  • @Dantick09
    @Dantick09 4 года назад +3

    This game was a big part of my childhood I love the aesthetics of this prime game especially

  • @JacobDragyn
    @JacobDragyn 5 лет назад +1

    Do you have any thoughts on the regenerating enemies in the Prime games? My recollection is that they usually respawn when you go two rooms away, and that made me reluctant to backtrack and explore because of how much effort it took to fight some of the bigger creatures. "Super Metroid" did this too, but I found the enemies a lot less aggravating in that game.

  • @Ginrikuzuma
    @Ginrikuzuma 5 лет назад +3

    I remember loving the light suit it looks so damn good.
    I also remember having a blast with the local multiplayer battle mode it had. That was great and I wish they bring that back in some capacity in the future.

  • @Remext
    @Remext 2 года назад +1

    I want to add a massive criticism here. You said that without hints on it would be difficult to remember those rooms which ask you to go there for the Seeker Missiles and Power Bombs. But isn't the same problem persistent with Prime? Now one could say that Prime always asks you to go between areas, but only because Prime has set up that formula, is it any better? Is it good to travel through Magmoor Caverns 10 times? Is it good to ask the player 5 times to cross the entire map for a new upgrade with only a couple of them having shortcuts? No.
    Echoes is better in this regard since
    1. It only asks you to do this TWICE in the entire game
    2. The places it asks you to revisit are very close to your current progression area (Temple Grounds from Torvus Bog) or gives you a shortcut to return right back where you want to (an elevator in Torvus Bog leads directly back to the Sanctuary after getting the Power Bombs)
    3. It makes you revisit areas that you probably wouldn't go back to throughout the game.
    Now you could also argue that this plays against the game's favor since it asks you to return to those areas for the Sky Temple keys anyway, right? Yeah and so does Prime for the Artifact hunt, and makes you visit the same area almost 4 different times throughout the entire game. Echoes only asks you to revisit each area twice when you include the key hunt, hell it even gives you a fast travel system so you don't have to travel across the entirety of Temple Grounds just to reach the three sectors. The level design is just superior in Echoes.

  • @Diovaynes
    @Diovaynes 5 лет назад +10

    This is my favorite one in the Prime series. I'm glad to see it has more strong points than weak ones.

    • @jimmyjohnjoejr
      @jimmyjohnjoejr 5 лет назад +1

      I didn't really like it, I enjoyed prime 3 more, and prime 1 the most.

    • @aktchungrabanio6467
      @aktchungrabanio6467 Год назад

      @@jimmyjohnjoejr Same. Echoes is garbage compared to 1 and 3.

  • @FranklinRosas
    @FranklinRosas 5 лет назад +2

    I don't complete understand your point of view... and i don't want be either readed as: Hey I love these games! or these games are perfect! Don't you dare to mess with them... So, the thing is: You make a clear idea in previous videos: "Hey developers! Do not take my hand and lead me to the next zone, that's not an enjoyable game design" (for you). But in recent videos you sounds more like: "oh no! I get lost! I get stuck! This is a totally tedious game world desing" (again for you). But this happened to you in times when... well... for me it was not hard to figure out where to go, and if it happens that I don't remember where i'm supposed to go next, i just need to explore for a while and i'm sure that (if it's a good game) I'll find other interesting things, that's the whole idea of ​​these games... keep in mind that one of the possibilities is to get lost sometimes, and without that it is not an exploration game ... and when find the rigth path, you say "Yes!!! I'm back on the track!!".
    So i'm here thinking: in this video you sounds more like you don't have enough time to enjoy this kind of games, and when you get stuck or lost wandering at one or two points, is like: "oh no! I'm wasting my time! ", get frustrated and complain about it.
    Is totally fine by me, if there are three or four points in the game where this happens, and is just bad luck if you get the total four of them.
    It is just my opinion, and my experience of the game... or maybe.... just my luck to get quickly (on my first try of the multiple choices) througth this stuck point... but again... a possibility on a exploration game, and for me an enjoyable one, is also the good or bad luck to quickly find the right path to the end.

    • @d3-ll754
      @d3-ll754 5 лет назад +2

      The issue with the Seeker Missiles and Power Bombs is that A) the game makes no attempt to make it clear that you have to return to previous areas to get them, and B) along the way prior to getting those two Items, there's little, if any, anomalies that stick out in your mind that you may think to use them.
      Think of things like the entrance to Kraid's Lair in Super Metroid, where by looking at your Mini-Map, you can clearly see there's a room hidden by the wall, and going into that room gives you the ability to see that creepy face that marks the aforementioned entrance. If either of those things weren't there, you'd be irritated, thinking "how was I supposed to know to go here?".
      It basically boils down to "make my goal clear, just don't tell me how to get there".

  • @skadi2911
    @skadi2911 5 лет назад +8

    Echoes is actually my favourite Metroid game, maybe that's because I'm a Zelda fan in the first place. I realized the similarity between Prime 2 and the Zelda games, especially Skyward Sword, a long time ago, and I'm sure a lot of players did as well. That's part of what makes me love this game so much, along with its unique atmosphere.
    Also, I think that collecting the 9 Keys is more enjoyable in Echoes than the Artifacts were in the 1st Prime game. When I got the Light Suit, I really felt invincible in the Dark Aether, and I took a lot of pleasure when I travelled back into dark areas to kick some asses and get the Keys. The opressing atmosphere that the game has all along your playthrough (and that makes me love it) vanish just before the Final Boss, and gives you that sense of accomplishement, that feeling that the entire map is your territory, and that you've mastered both Aether's and Dark Aether's challenges. At least that's how I feel about it.
    I'll admit that needing the Dark Visor is a shame. During my 2nd playthrough in hard mode, I did the entire puzzle section in Agon Desert way too early (the one with the Space Pirates turrets) and couldn't get the Key because I didn't have the Visor.

    • @MLWJ1993
      @MLWJ1993 5 лет назад +1

      I believe It's possible to actually hit those keys you can access without needing the visor though (at least I accidentally collected one on my very first play through without seeing it through the visor, although I'm not sure if I actually acquired the visor or not at that point which might be a condition to spawn them in the first place).

    • @skadi2911
      @skadi2911 5 лет назад +1

      @@MLWJ1993 Well, I don't know if it's possible or not since I didn't try myself. Would be worth it to do a playthrough and try it again, to be sure.

  • @PokeDeses
    @PokeDeses 5 лет назад +1

    Honestly, those two moments where you got lost are the two moments where I had the most fun (partially because Dark Aether was this monotonous purple zone where you sit in light beacons while the ing (and pirates) take forever to die. The Dark Suit kills the tension and leaves the drag).
    I don't think it's unfair of a metroidvania to ask you to remember hundreds of rooms (or rather, the relative location of a couple dozen) since that's the whole point of the genre's appeal.
    The AHA moments when you remember the place to use the new item or when your efforts to memorize temporarily blocked points are invaluable and shrinking down the effort needed to remember such points by shrinking down the chunk of the map to expect them also shrinks down the satisfaction and rewards from doing so accordingly.

  • @eiriseven
    @eiriseven 5 лет назад +3

    Speaking of dark worlds, would you be interested in researching Guacamelee? It does the same alternate worlds switcheroo.

  • @d_shuffles
    @d_shuffles 2 года назад +1

    This was one of my favorite GC games as a kid... but damn I didnt even come close to finishing it I realize in retrospective 🤣

  • @RubianGaming
    @RubianGaming 5 лет назад +5

    Loved the Zelda GMTK, but with each Metroid game it feels more and more like you just don’t understand Metroid.

  • @ExtremeAce
    @ExtremeAce 2 года назад +1

    I equally hate and like the end game fetch quests in both games. In Prime, I hate the fact that artifacts are scattered in places where I just go to...well get the artifacts, very rarely are there any expansions to collect that I haven't already when I go back to get an artifact, the reason for that being Prime already asking me to explore the world atleast 3 times that even when I feel like "Oh man I can't wait to get the upgrade required to get this item", I usually end up getting it pretty quickly after getting that required upgrade because I have to explore the areas so many times, and ergo there's nothing left to get near the endgame.
    The good thing about the hunt is that the artifacts can be collected quite early compared to Echoes. When you replay the game 2-3 times (as much annoying and repititive the 100 jogs through Magmoor can get) you start to have a pretty good idea of where the artifacts are so you know when you can get them.
    In Echoes the thing I hate about the key hunt is the fact that I can't get a single one until I have finished half of the game. Even the areas that I can access early where they are require just the Dark Visor to even start hunting for them and that's a bummer.
    The thing I like about it is that when I'm going for the vicotry lap, I also get to explore a lot of areas which I wasn't able to before, because the game doesn't ask me to go through every area like 4 times and so putting the fetch quest at the end makes it so that I can use my complete arsenal to look for expansions everywhere, and the fast travel system makes it less worse than people make it to be.
    Point is, both have their pros and cons, but it would be best if they just took the Prime 3 approach and didn't make finding all of them mandatory but reward you if you did so.

  • @perrysantulli3367
    @perrysantulli3367 5 лет назад +8

    Thank you for addressing how this game has a hard time encouraging exploration. Honestly one of my biggest problems after replaying it recently was some of the dark world enemy design. They have stages of invulnerability that make they tedious to fight while also having great enough reach and knockback that usually make them impossible to shoulder past @_@"

    • @KairuHakubi
      @KairuHakubi 5 лет назад +1

      yep. and on top of that, no homing beam. the ammo system encourages you to stick with the frustratingly unpleasant to use standard shot for most of the game, as if to make up for how you barely used it in the last game. Very unpleasant combat in this one.

    • @WaveOfDestiny
      @WaveOfDestiny 5 лет назад

      Enemies and also bosses are just not right in this game. Learn the attack pattern, spam. No need to get good or even move around the map.

  • @spartanq7781
    @spartanq7781 4 года назад +1

    People always praise Metroid Prime to hell and back. Yet almost never speak of the other games. Yes it was a good game but it wasn't the only one. In recent years however I have been seeing people speak about this and Prime 3 more. As they should be discussed. Prime 2 is essentially Prime but better in most ways in my opinion. Prime 3 is so radically different even without mentioning the new controls. It's design and structure feel alien to the trilogy. No one ever really speaks of Prime Pinball and Hunters. I except you to do it now. Your joke dug you in a hole.

  • @djornh4107
    @djornh4107 5 лет назад +3

    Awesome vid as Always, thanks for your work!
    I really think Metroid Prime Hunters would make an awesome Boss Keys video ^^

  • @TurKlack
    @TurKlack 3 года назад +1

    You know I've seen quite a few Metroid reviews/videos now and all of them are just the player personal taste and experience with the games.
    There's no real need to take their "opinions" seriously. But it is always interesting to understand what they like and don't like about a game that you play yourself.

  • @malcovichoverlord4353
    @malcovichoverlord4353 4 года назад +4

    I really liked the change of pace through out the game. And I enjoyed the end game egg hunts but my fear for future Metroid game is that they won't include the charge beam missle combos and reduce beam diversity

  • @PmkExpert
    @PmkExpert 5 лет назад +2

    This is the best Metroid Prime, change my mind :)