October 8, 2017

Metroid Samus Returns

Date played: October 7th
Platform: 3DS

Area 5 is a very dangerous place. It is filled with new variants of older enemies, but stronger. Teeming with life and vegetation at every corner, Area 5 has a big focus on water in it's mechanics. Since the space jump doesn't work in water, it's a natural way to block progress at this stage of the game.
Water plays a big role in Area 5
I fought 3 metroids in my time with the game last night. The first was a good old Alpha metroid, the weakest of the bunch. However, the battle took place near many pools of water, limiting my movement severely and adding a lot of challenge. The other two were Gamma metroids, one of which was set in a water area, the other in a thorny and fiery area. Both were difficult battles, but the good old strategy of freezing them, then countering them still works wonders. It's even easier now too because I have super missiles.

Speaking of abilities, I picked up two new abilities, both bringing huge changes to gameplay. The Plasma Beam is an amazingly powerful upgrade to the regular gun. It can shoot through almost anything, damaging all enemies in it's path. It also hits a lot harder than the previous version! Plus, it can open a new type of door.

The second ability is more of a traversal ability, though I am excited to try it against a metroid. The Phase Drift is the final Aeion ability, and it's a good one. It allows Samus to slow down time for everyone but herself. This is mainly used to navigate in morph ball mode, across collapsing sections of flooring. It can also be used to move past fast obstacles like fireballs, and can be used in combat to gain an advantage.

Area 5 is definitely my favorite of the game so far. The visuals really fit my tastes in sci-fi fiction, the music is a bit more distinct and harmonious and the puzzles are even more interesting than previous areas. More challenging combat is exciting too! There's still a lot to explore in the area...