= Metroid Vanguard = Samus Aran in SRB2 [v1.5c]

[Open Assets] = Metroid Vanguard = Samus Aran in SRB2 [v1.5c] v1.5c

This is the best SRB2 mod out there
Golden Shine
Golden Shine
I graciously accept this compliment...and your credit card number.
Upvote 2
spoilers ahead for bosses, please experience this yourself before reading (seriously it's super good please play it)


Holy fucking shit. It might seem like I'm exaggerating or being ridiculous but this is literally the best game(?) I have played in years. I'm working my way through Metroid Prime 1 via dolphin at the moment, and I wish I had opted for the mouse and keyboard hack because, while still fun, tank controls make things way more cumbersome than they need to be (shocking opinion, I know). But this? Again, holy fucking shit. It's literally a crossover between Sonic, Doom, and Metroid, which are series that have had the most satisfying gameplay loops in my experience. And even that fact is a cherry on top in and of itself.

I would've given this 5 stars from the unique levels after Deep Sea and Arid Canyon alone, ESPECIALLY the bosses. Just wow. You're just stumbling through a dark cave, exploring around, and then you fall into some new area and OH MY GOD THE CAMERA'S ROLLING AROUND LIKE CRAZY AND SOMETHING IS SHOOTING AT YOU GET ON YOUR FEET AND SHOOT AT IT GO GO GO GO GO and then you get your bearings and its a GIANT FUCKING MUTATED METROID MONSTER THAT'S STARING AT YOU AND CHARGING TOWARDS YOU REALLY FUCKING FAST and if it's not that then it's LIKE 50 SHADOW CLONES OF DARK SAMUS OH FUCK

wrap it all up with satisfying gameplay, great music (I mean it's metroid music ofc its great), tons of stuff to collect, and an amazing coat of polish on the whole thing and you've got yourself a god damn masterpiece. Very well done.
Golden Shine
Golden Shine
Man...wish I got to see that reaction live. Sounds like a good time. Thanks for playing!
Upvote 1
I couldn't even possibly explain why i love this mod so much

it's just so good (even if i hate the horror segments, but i just hate horror in general)

Fang didn't have to die for this but he did

Like seriously this mod is so good. I apologize for having somewhat negative opinions after SMS. Amazing work. nothing like it and nothing will be like it.
Golden Shine
Golden Shine
No need to apologize, you can totally hate SMS but still like this!
Upvote 1
it's an awesome mod, that's for sure, but there was one issue with the bat file. instead of showing the actual filename (SMCL_Samus-V1.1.pk3) it showed (SMCL_Samus-V1-1.pk3). so that took a little rearranging, not the biggest possible problem but i thought you should know
Golden Shine
Golden Shine
....I am such an idiot.

Well, thanks. All downloads have this rectified now.
Upvote 1
the scale of this mod, just, WOW
and it will be teh closest thing to metroid prime i'll ever get
10 outta 10
Upvote 1
I've always been a fan of Metroid Dreadnought when it came out in the DOOM WAD section of the mods. Man, being able to shoot demons as Samus was truly something. Of course, like most metroid mods or fangames though, it was eventually abandon/little word was being heard on its development.
And then came along Metroid: Vanguard
And I gotta say, Metroid: Vanguard definitely carries the spirit of Dreadnought with it, despite the engine differences with SRB2.
For one, if you're like any metroid speedrunner, the mechanics to execute complex speedrunner techniques are built right into SRB2, but combined with the mechanics thrown into this mod - Ball boosting, Shinesparking, even ball-spiking off of enemies - adds to that experience a whole lot. Now unfortunately with SRB2 does come the caviate of semi-imprecise movement - IE, Samus kinda moves with a bit of a delay, as with any other character in SRB2, and when it comes down to strafing or shooting at a target, ESPECIALLY with the custom ones the mod adds, you're gonna find yourself at the edge of a game over quite a bit. If you can get over Vanguard's movement in comparison to Dreadnought's, however, it's still a very rewarding mod with a good depth on how metroid operates in something like SRB2. Pardon my french, but this fucking guy knows how to nail the feeling of a metroid game in the custom maps he made - the isolated, lonely, and downright haunting ambience combined with those tense build-ups before the custom bosses adds a whole ton to this mod than any other mod, and this is what sets it apart from its Dreadnought inspiration. If anything, I hope Golden Shine goes on to add onto Dreadnought even with the amount of detail he puts into his maps and the enemies as well, he's got talent, and it's very apparent he's a hard-core Metroid fan.
Beyond the movement criticsm, my only other critisms would be the lack of new, custom maps and other custom enemies. Don't get me wrong, what's in there is great, but otherwise it IS just a character mod throughout. Maybe in future versions we'll see more added to it, but otherwise it does leave one wishing for a little more.

Overall, great mod, dare I say it even goes above and beyond Metroid Dreadnought in both its presentation and amount of detail. As someone that's been playing metroid since Prime 1, hell, since even Super, Golden's definitely outdone himself here with everything thrown in, and I highly recommend keeping an eye out on the other stuff he makes with this amount of quality put into this one mod.
Golden Shine
Golden Shine
Welcome! You're right, this whole project was born from trying out Dreadnought!

I adore Prime and the 2D games for different reasons, so I tried to combine the gameplay. Hence all the speedrunning tricks despite this looking Prime-styled.

I did have the idea to give Samus quicker acceleration or the sideways dash-jumps when locked on(like Prime), I just didn't want to disadvantage players not using Lock-On. What could help is that the Space Jump gives extra horizontal thrust. The walljump redirection can help too, and midair Boost Ball-ing is ridiculously powerful compared to Prime.
Upvote 1
Dude, I was trying to write this and didn't know how to even start.

This mod is just amazing, all the new mechanics and abilities, I'm impressed with all the new movement and fighting options that this mod gives, is like playing a totally diferent game.

I love how the different weapons work and all the stuff you can do with them, freezing enemies with the ice beam and then finishing them with another cool weapon, do some funny trick shots with the wave beam, beat easily (almost) every enemy with the charge shot or destroy absolutely everything with the suprise of the 7 Chaos Emeralds

(Spoiler Alert:)
Something funny that happened while I was playing is that I was expecting just another good mod character and then I got yeeted into Deep Sea Zone Act 4 and my mind explode when I saw the Metroid breakin' through the wall, same thing happened when I saw the Omega Metroid & Dark Samus (and I'm expecting something big for the last areas)

Also, the music selection 10/10

Last thing I wanna say is that I love this mod and I really wanna see what are you gonna do next

(PD: Please can some one tell me what are the map number for the extra acts? Thank you)
Golden Shine
Golden Shine
You were totally left in the dark about what's to come? Ha, I love seeing people's reactions to the DSZ4 boss.

For the map numbers:
MAP MAPTL = Transfer Lock (The Metroid Prime Hunters combat map)
MAP MAPTM = Deep Sea Zone 4
MAP MAPTN = Arid Canyon Zone 4

Please don't try to take these on without powering up first unless you consider yourself a master or masochist.
Upvote 0
Oh boy, where do I even begin with this mod? This is simply one of THE best SRB2 mods I've ever played, period.

I'm a sucker for anything Metroid, especially Metroid Prime, and this mod is a beautiful hybrid of both the 2D Metroid and Metroid Prime gameplay formulas.

The core gameplay is just as amazing as the 2.1 version, made even better by 2.2's better level design and new engine features, the revamped bosses are amazing, the new art is amazing, the new levels and bosses are amazing, simply put, everything about this mod is amazing.

I've played the campaign on both the normal and Hypermode difficulty's, Hypermode definitely spiced things up, though it shared the same flaw as hard mode in the Metroid Prime games, the bosses are bullet sponges, especially the final boss, it took me nearly 15 minutes to beat it.

I also experienced some performance issues with a few of the Beam Combo's, and the secret weapon, they would drop the game to single-digit framerates until the effects were off-screen.

But other than those two issues, you have exceeded my expectations with this update Shine.
Golden Shine
Golden Shine
Glad you had fun, I'm sure you in particular were ecstatic for the ACZ4 boss!

Sorry about the lag, though! Software mode in particular can be a big offender. Right now enemy rolling is also enabled, which lags like crazy on 2.2.8 but not 2.2.9 and beyond. Making different code to be cross-compatible with SRB2's different versions and renders is a pain. I've made a temporary fix for it in v1.1.

Though you kinda NEED the beam combos and fancy powerbomb explosions to take down the final boss. It's designed to only take 2~3 minutes, but that can easily become 10+ if you mainly use the basic beams.
Upvote 0
i really really want to type out a huge, overdetailed review as to why this mod is as good as it is...but i can't do it justice like that, so i'll keep it brief. this mod completely reinvents the way you play sonic robo blast 2 and is, in my opinion, an immersive masterpiece of a mod.
if you enjoy metroid as a series, play it. if you enjoy first person shooters, play it. if you enjoy metroid prime, play it. actually, you know what, just play it, regardless of your interests. you'll immediately see how much time, effort, love and care for the metroid series was included in this mod.
Golden Shine
Golden Shine
Thank you so much! I'd be more than honored if this got some people to give the Metroid series a shot!
Upvote 0
I find the dark Samus fight to be tedious and not really fun, with the only time I beat it is when I accidentally somehow activated some sort of super Samus form, also brak Eggman is bad but the fact that he gets as fast as the player before he's on his last legs. The addon reminds me of EMW5 (an ancient srb2 addon that gets disturbing) but more competent, but maybe nerf the custom and last bosses, idk. I still found this mod to be great despite dark Samus and brak Eggman, 4.5 stars. (But decimals don't exists so 4 stars instead)
Upvote 0
I lack the ability to comprehend Shine's work ethic. As a Metroid fan myself since childhood, to say that this mod is more than I could have hoped for, let alone dreamed of, is a vast understatement. I just finished it last night at 100%, and I still can't get over how many little things you put into this. Though, I suppose I shouldn't surprised when this is coming from the maker of SMS Reborn. It's not perfect obviously, as nothing in life is, but it sure is close.

My two biggest critiques are:

1) The arm cannon fires lower than the cross-hair in 1stP mode. This is probably the most egregious issue, and one that I would STRONGLY urge you to fix whenever you can.

At first I wasn't sure if this was just a hold-over from Ringslinger modes and I just wasn't used to it, but as I watched some other people play, they too also commented on the targeting discrepancy, so I know i'm not the only one who finds this annoying. It also often makes it finnicky to fire at targets on the ground in front of you, as you shots will often just hit right into the ground. Obviously you can just say "lol just remember to aim above them its ez", but it'd be nice to not have to remember to do that all the time.

^^^ Fix this at your earliest convenience, cuz I have a feeling that doing so will greatly boost the QoL of this mod.

2) Egg Guard's hyper mode ability sometimes makes traversing CEZ 2 a literal kaizo-esque NIGHTMARE.

And I know why this is happening, too: It's a combination of A) the unique level design of CEZ 2, and B) the fact that enemy LoS calculations don't take the Z axis into account. What this all MEANS (as i'm sure you recognize, since I imagine you must have play tested all levels extensively during development) is that: If you hit a spring while high above in a certain room, and there are Egg Guards on the floor of that room, they will teleport to you, and due to your momentum, you more than likely wont have a chance to kill them before they kill all of your aerial momentum, condemning you to plummet back down to the bottom of the room.

As far as how to fix this WITHOUT nerfing the Egg Guard? Honestly, all I can think of is to literally just move Egg Guards away from rooms that have vertical or diagonal springs. Cuz the problem isn't necessarily the ability itself: It's the level design of CEZ 2 that causes this phenemona to happen, along with the lack of Z-axis checking in LoS calcs.
Golden Shine
Golden Shine
You're using "Cross", I assume? Switch to the "Angle" Crosshair, that one's intended for Samus. I can't force players to use it without messing with their in-game settings, and I'd prefer not to do that.

I'll keep the Egg guard thing in mind, though! Shouldn't be too hard to make a little less infuriating for a future update.
Upvote 2
This is amazing. Although after downloading version 1.2 my 100% run has come to a dead stop by the hands of a horribly consistent crash that seems to occur since the mod's save well... saved after the metal sonic fight. Every single time it gives me a segment violation when I try to start up a run and my save appears present in slot 1.

In the very least, is there any way to delete the save without going into the campaign?
Golden Shine
Golden Shine
The save isn't corrupted or anything. It's the menu causing a lagspike and SRB2 not being able to load all the data fast enough. How often this occurs depends on your device's performance.

-First, try to start in OpenGL and close any programs, see if it works in a few tries.
-If that doesn't do it, rename sav1.dat to sav2 or sav3. That moves the save slot so nothing will be loaded at first and SRB2 gets more time to initialize. You'll find that file in "Luafiles>Client>MetroidVanguard"

I'll probably try to make another patch in the future to try mitigate SRB2's I/O limitations. Sorry for the trouble!
Upvote 0
nice mod. check it out if you like metroid prime i guess.
Upvote 0
this mod is amazing, my only problem with it is the multiplayer stage revive system
if you die and have a stage revive and you accidentally press jump instead of custom 3, it won't use the stage revive and it'll force you to wait until the end of the level; i've done this by accident a lot
i also dislike the stage revive system in general, as being forced to wait for long periods of time (sometimes even 20 minutes!) can be pretty boring; at the very least there should be options to turn it off completely or to allow dead samus players to switch to non samus characters
Golden Shine
Golden Shine
The jump thing's an oversight.

In 2.1 there were alot of netgames where people would join mid-game as 0% Samus and then immediately get a game-over. That's why it's lenient with revives online. I recommend exitlevel if it takes too long.
Upvote 0
Overall this mod is good but there is one problem there is no way to change your save file in multiplayer unless the game mode is changed (I think) so i was thinking to add a command that lets you select a save and if the server wants you to start fresh make the command not work.
Golden Shine
Golden Shine
I can't, unfortunately. SRB2's method of "loading saves" online is incredibly hacky, and it's a miracle Samus' complex save files work at all, both in terms of actually syncing and not crashing the game. If a player could deload their saves and access the menu on will, we'd have crash/desync-fests and griefers would be given a great tool to destroy netgames.

...so I opted to only allow it once for stability.
Upvote 0
Two things before we start: I have no prior experience to metroid besides refrences and i completed this game twice once on zero mission and a second time on the second difficulty with 100% armor.

Overall this mod was Incredibly fun and well made. It fully utilizes the open Map design of the levels making exploration very fun (only thing that was a little annoying was getting health batteries). combat felt satisfying and platforming was decent. extra credit to the overall tone of the game with it always having an ``abandoned´´ fell to it thx to the soundtrack and slight weather and time changes. but here are some minor complaints that would make the game perfect in my eyes.

1. Some bosses are WAY too easy same can be said about the regular enemies even on harder difficultys

2. The hyper beam is way too overpowered for how easy it is to get all emeralds. i would recommend either nerfing (boring route) or making the emeralds harder to get by bringing special stages back (epic route).
I would recomend making em small arenas where you fight a horde of regular enemies within a time limit (seriously i loved fighting those small metroids would be a shame to only fight em once)

3. i feel like theres a gap between egg rock act 2 and the level after that because it all happens so sudden, another level inbetween wouldnt hurt.
also the last two bosses feel very anticlimactic in the first playthrough (although the 100% bonus makes up for it)

4. (Huge spoiler warning) The story feels like its taking place shortly after the bad ending (implied trough time differences and someones body still twitching and being down there in the first place) which brings me too two issues.

The story has build up from showing the danger of metroids too actually killing a main game character, giving (me at least) expectations on how it will end. But after the boss fight with my faker the story just stops developing anymore and goes straight to destroying eggmans base.
What about the other characters? what was the point of killing someone if your not gonna expand on that. just either dont kill someone or atleast mention what happend too the rest (like for example you could make the escape pod crashland when you get outside after beating the faker).

In short i dont think you are confident in your story to be able to kill of characters (no offense to you, your mod is still amazing and i know it took you alot of effort)

Second issue is samus questioning how someones transporting metroids so fast followed up with two levels later with the blood writing ``beware of the blue´´ this made me assume sonic is involved in those two things which wasnt the case.
Here you just need to phrase the blood writing differently.

5. Egg rock act 2s music isnt fitting with the tone of all the other levels.(this is very minor)

and that sums it up. theres no need for my complaints to be coverted into an update since my oppinion may not line up with others or yours even and i know you also have your own life (i wasted an hour of mine writing this) and you probably want to work on other projects.
i would gladly like to hear your thoughts and wish you good luck on your future work.
Golden Shine
Golden Shine
Hey, thanks for the detailed review! Let me try return the favor!

1: Try give Fusion Mode a shot, you probably won't find it so easy! (don't do it on "new game plus" that time. :P) If even that's easy, try a low% Fusion run. If you find THAT easy, try entering eSports.

2: Turning special stages back on IS an option in the ship, actually! I just personally think they're repetitive for anybody who's collected the emeralds before. NiGHTS special stages use the same gameplay for all characters and break the Metroid spirit.

3: I got really burned out after the ACZ4 and DSZ4 bosses and stage and would've had to delay Metroid Vanguard and give up on SA-Sonic if I continued. Glad you're up for more content, though!

4: It being Fang is moreso an easter egg than anything meaningful. The Sonic cast isn't really related to the mission or ever brought up. Samus just got fed up with Eggman's intervening and extended the mission to take him down. (Really, just an excuse to keep playing through SRB2's campaign. The story was written around SRB2's campaign rather than vice versa.)

The "Blue" Fang wrote on the wall is a warning not to approach the nearby Phazon. (Which is blue.)

5: Was meant as final stretch base-storming hype music. The game's a cakewalk after ACZ4 until Brak catches Samus off-guard.


That's my thoughts! Much as I love Metroid Vanguard, I might not approach it again in the future. But then I did say that before and the 2.2 update ended up alot more ambitious than intended, so who knows!
Upvote 0
Easily one of my favourite character mods, but not without it's flaws. It's first is how extremely difficult ACZ4's boss is. That being said, I have been known as being pretty bad at Metroid Bosses. The second problem (and the most important of the 2 so it'll be in caps) SOFTLOCKING CAN HAPPEN. Entered ACZ4 with one life, died to the boss and tried to continue only to find I couldn't morph ball, so I couldn't get to the boss arena holding energy.
Upvote 1
It's fun until DSZ in my opinion; I stopped playing after CEZ Act 3.

The enemies become increasingly more and more annoying to deal with from then onwards. But not in a way that actually challenges the player. Most regular enemies receive the most mundane abilities conceivable, such as the Blue Crawlas having flamethrowers and the Red Crawlas very lethargically flying in your general direction and rarely dodging your attacks. The Crushstaceans have children for whatever reason. And the Jet Jaws are just themselves being mildly irritating as usual, although slightly more so as it's difficult to see in the water. This visibility issue is more noticeable on a level with less water, GFZ Act 1, where the relatively shallow depths are darker than the abyss. The Egg Guards in CEZ can teleport? This feature often works to their detriment as you can trick them into teleporting off of a ledge. They also like to interrupt your jumps, as they can teleport high into the air. The prompts telling you how to use an item sometimes don't go away, even if you disable them. This fortunately doesn't persist between Acts. The text boxes are also comically large, and are so intrusive that I have to wait for them to go away in order to proceed. Quite often when I pick up a missile tank, the text reaffirming the fact that I have indeed picked up said missile tank outstays its welcome and interrupts gameplay. Meanwhile a Buzz sneaks up on me and drains my health at an alarming rate.

On the topic of items and pickups, you can get almost everything within the GFZ (if you are lucky) or midway through Act 1 in THZ. This causes the player to become too powerful, too quickly even on the hardest difficulty. Every regular enemy becomes trivial to deal with; almost no obstacle cannot be passed. Any and all fun that I could've had with a challenging experience is drained. Not to mention, the Chaos Emeralds are made even easier to acquire, as you don't have to do the special stages. Instead, you just have to not take damage for the rest of the level. This is impossible to fail, as there's nothing stopping the player from just obliterating every Badnik before picking them all up. And even if you don't, the Badniks are still woefully incompetent at thwarting anyone's plans if you're at least mildly cautions and become super sniper Samus. I also wish that in the place of Emblems, were literally anything of value. I hate it when I bust down a breakable wall or explore who knows where only to find nothing. There's also a problem with missiles. Because I played on the hardest difficulty, the increased cost of using missiles instilled the notion that I should save them for when I actually need to truly obliterate enemies. Even though I had over one hundred missiles to spare by the end of THZ Act 2, I was just afraid that I would happen upon God or something and that I would need every single one. It's like with the grenade launcher in Left 4 Dead 2, where you have a very limited supply of ammunition that many players save for only when the Tank appears; rarely use it for anything else out of the fear that they'll waste valuable shots or harm teammates. And then they run around with either melee or the Magnum and contribute very little and feel disappointed. There's also the problem with the fact that Samus' arm-cannon just feels way stronger than regular missiles. Especially when no base game enemy actually poses a threat. The charged shot excels at everything. Then there's super missiles, which I surprisingly used more than the regular missiles, but only for wall busting and to make Eggman disappear in a blink of an eye.

There's also a problem with the arm-cannon's projectile hitting things that it clearly didn't. Such as the walls in a tight space. Or around corners. Or anywhere with complex geometry for that matter. And to elaborate further, what i mean is that the projectile visually does not hit the wall. It would clearly be moving around it, before suddenly stopping and the projectile impact effect would play a significant distance away from where it actually was.

Moving onto the morph ball, it feels iffy to move with. Especially with how there are many instances where using its various abilities can cause the player to lose all aerial control. I also got stuck inside of the terrain once, which made me quite sad. The situation was quite inescapable.

The Screw Attack I used only to get past spikes; a few enemies. It can also sometimes be used in situations where the player is stunned. This caused a bug in the Metroid boss fight where after being knocked back I immediately used the Screw Attack and upon touching the ground my ears were destroyed by Samus doing the damage sound at an incomprehensible rate before keeling over and dying.

Speaking of Metroids, I have never met a more irritating enemy ever. These enemies put the Cloakers from Payday 2 to shame. But unlike the Cloakers, they lack a brain and can't navigate around the very level they are introduced in. When I turn a corner and I see a Metroid failing to move around a pillar, I just burst out laughing. Truly the most intimidating lifeform. But when they stop being stuck, they become an Expert Mission Boss in DBXV2 and get autododge. And even though I am clearly hitting them as my projectiles cease to exist and do the impact effect, they just somersault in a random direction while trying to deliver the grand suck. And even if I hit them immediately afterwards as they're incredibly predictable, they just seem to have nanomachines and refuse to get frozen or die. And then they just pop out of the blue because the level they are in has terrible visibility. Or they accidentally abuse decades old glitches to glide across walls or the ceiling at super speeds. And when they do deliver the grand suck, they just don't want to let go. Whether I blast myself with a missile, the Hyper beam, Morph Ball Bombs or the Power Bomb they just don't leave me. Fortunately I eventually free myself, but as I would like to reaffirm, they're really irritating. More so on moving platforms, and slopes.

Moving onto the bosses, they're pretty bad. GFZ is just Eggman but now he's Frieza and sometimes throws energy balls at you, somehow. THZ I couldn't see as I had the Hyper beam and instantly killed him. The totally not completely broken, boring and often times plain unfair Metroid boss fight is cool in theory. But first of all, I should not enter a boss fight being hit by a ranged attack that stuns me, of which I couldn't see as I'm facing the wrong direction after falling through a seemingly incorporeal floor. And then being hit by an attack that I still can't see as I'm still stunned and can't turn. Before being knocked into a wall and receiving damage, while being inside the Metroid. Who then proceeded to knock me away to the other side of the room all the while dealing completely ludicrous amounts of damage in comparison to literally anything else that I've faced thus far. And then dying sends you ALL the way back to the start of the level so you have to slog through a whole lot of nothing and the same cacophony of Metroids. This boss has a ranged attack that spews... Something in all directions and (assuming your not blindsided by bad level design) is incredibly easy to dodge. But also it is incredibly annoying as this devious fellow likes to sprint up to you before using the attack immediately, with very little warning. Furthermore, the attack has some questionable collision. His next attack is some kind of fire breath, which he used at all the wrong occasions. Then there is his charge, which is fair I guess. I wish there was more warning though and that he couldn't just spam the same attack over and over and over again. I don't even know if he actually has a regular melee attack. 80% of the fight was him charging at me, 5% him using the fire attack while out of range; 15% him checking if I'm awake with his actual ranged attack. But I see why he would use the charge so often, after all he likes to magically accelerate to his top speed practically instantly. Fortunately, luck was on my side and he got stuck in the wall. I blasted him with my Hyper beam and Ice Beam. I do wish there was more of an indicator as to how much health he had left. Perhaps like in Metroid Fusion where the Omega Metroid's "skin" changed colour as it became closer to death. If this is already a feature then I guess I'm blind or it wasn't noticeable. Then, there's CEZ Eggman, who is just himself but also Frieza.

The level after DSZ Act 2 is a cool addition. But I don't have much positive to say. It often looks ugly and claustrophobic in the later half. The completely random change in camera when you go down the tube with the Chaos Emerald before it left me temporarily bewildered. Why did this exist? What purpose does it serve? All it did was strip any hope of immersion I might have and leave me waiting for the camera to return to normal so I can continue playing the game. Additionally, the first half is super boring. Aside from exploring, there isn't much that I found interesting to do. And any attempts to build atmosphere just went over me. I cannot be scared by a Badnik that received the grand suck from a Metroid if I'm playing as Samus in her prime with every upgrade. Some areas being dark also doesn't build tension or make it scary. It's just annoying. The later half being claustrophobic interrupts gameplay, and is annoying. Not only for me, but the poor Metroids who get stuck literally everywhere. The lack of visibility means that I wander into damaging floors that I, as you can assume, cannot see. The terrain also interrupts most of my projectiles. Even when they do not hit. At all.

There's also a problem where the special abilities for the beams you get just don't work most of the time. And then they disable the beam despite doing nothing. And then you have to wait until the next century before you can roll the dice to see if it works like I'm playing HL2RP and the Civil Protection are metagaming as usual. Probably just a me issue.

I'm not sure if I'm just blind and missed it, but I do wish there was an option to disable the splash effect on the visor. And Samus' face. It's distracting; the splashes cause my eyes to water.

Also, there's a rare bug where you can wall jump off of very small inclines and floors even. I noticed it while strafing circles around enemies; other players.

There is no doubt that a lot of effort was put into this mod.
I look forward to seeing it improve.
I rate the:
- Sprites: 10/10
- Skin (Samus): 10/10
- Exploration: 9/10
- Customizability: 7/10
- The Choice of Music: 7/10
- The Level Design: 6/10
- Combat: 6/10
- Enemies: Mediocre
- Bosses: Mediocre
- Arsenal: Good
- Compatibility with Netgames: 8/10
- Difficulty: Easy, but boring and tedious with seemingly random difficulty spikes.

Overall, I rate it a 7.35/10.

I am aware of the content I did not experience personally, but my friends told me about it. I obviously cannot comment much on it, other than it looks cool.
Upvote 1
Meh. coming back after playing all the modes, its bland. we only have things from Metroid prime 1 (and no phazon suit? CMON! SERIOUSLY!?) and nothing really new. also, it crashes every two seconds. there is no full reset to just Reset literally all of it, no save files, no nothing. and don't even get me started on multiplayer. also, update hyper beam to what we actually know it is when not on something like a SNES?
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