Now before I go further, may I just say that there is NO DOUBT in my mind that MP2:E is an amazing game. However, in being a direct sequel to the original MP, I feel let down. This is why:
1) Music. While the music was atmospheric enough, and set the mood, it did not instill any sense of 'wow', or have any really absorping aspects. Yes, I know that some of the tunes are remixes of games gone by, that doesn't itself justify them being hailed as 'great'. The music in the original Prime however, I found engrossing. From the warrior-like chants in Magmoor, to the two different mixes of a truly magical, wonderous melody in Phendrana, all the way through to the two truly brilliant Tallon overworld themes (a shame you can't get the original tune back after a point :(). The Chozo Ruins and and Phazon mines were good but not amazing, and so just complemented the rest.
2) Story. Now this is where it really fell on its face. Being a direct sequel, I would expect some direct story.
-Dark Samus is the hand from MP at the end of that game, and so she ends up on Aether. Did she come from the comet that hit?
-Did the comet that hit contain phazon? I presume so, though there's no mention of it.
- How did Dark Aether come to exist? The phazon that was probably on the comet is somehow linked to the dark matter, but how? None of this is explained. Why was there no dark matter on Tallon?
-Although she just whipped off the planet and took her helmet off and she contemplated the destruction of the Tallon homeworld at the end of MP, that's all that was needed because there was no-one to interact with. MP2:E had the Luminoth though, and she just bogged off, waving her hand, took her suit off and went.
Why did they even call it MP2? MP had nothing to do with it; the only link was Dark Samus. Metroids didn't even have any proper role to play in it.
3) Size. OK you say, there are two worlds. No. It's not like Zelda: ALttP on the SNES... The Dark Aether is not fully expansive like the original Aether. Sections that are blocked off by impenatrable Ingworms are just thrown in when appropriate to transport to from Aether, and the designers just had to take a designed area, change it a bit and then use that as the Dark Aether alternative. There is probably a bit more to explore than MP in total, but I'd happily have exchanged the whole of Dark Aether for another fully explorable area.
4) Enemies. I noticed that quite a few of the inhabitants of Aether were actually just Tallon's inhabitants with different skins. Shortcuts; didn't feel 'new'. Enough said.
5) Weapons. Oh come on... light and dark matter weapons, not a bad idea. But JUST light and dark weapons? The fourth weapon to acquire was just a combination of the two. I think that given the light/dark nature of the game, a couple of extra beams on top of those would've been a good idea. And don't say "But you can only get 4 weapons on the stick". There are a dozen ways around it; it doesn't have to be that restrictive. And you could have just upgraded one or two of the beams.
Second point, I think that there could have been more improvements since MP. All that we have are some different beams and visors, which are the same principle, the screw attack and the under-water boost. Look at how many extras theer are in Banjo-Tooie compared to Banjo-Kazooie on the N64.
So, there you go. Like I say, it's a great game, but not that much of a great sequel. Your thoughts appreciated. ;)
1) Music. While the music was atmospheric enough, and set the mood, it did not instill any sense of 'wow', or have any really absorping aspects. Yes, I know that some of the tunes are remixes of games gone by, that doesn't itself justify them being hailed as 'great'. The music in the original Prime however, I found engrossing. From the warrior-like chants in Magmoor, to the two different mixes of a truly magical, wonderous melody in Phendrana, all the way through to the two truly brilliant Tallon overworld themes (a shame you can't get the original tune back after a point :(). The Chozo Ruins and and Phazon mines were good but not amazing, and so just complemented the rest.
2) Story. Now this is where it really fell on its face. Being a direct sequel, I would expect some direct story.
-Dark Samus is the hand from MP at the end of that game, and so she ends up on Aether. Did she come from the comet that hit?
-Did the comet that hit contain phazon? I presume so, though there's no mention of it.
- How did Dark Aether come to exist? The phazon that was probably on the comet is somehow linked to the dark matter, but how? None of this is explained. Why was there no dark matter on Tallon?
-Although she just whipped off the planet and took her helmet off and she contemplated the destruction of the Tallon homeworld at the end of MP, that's all that was needed because there was no-one to interact with. MP2:E had the Luminoth though, and she just bogged off, waving her hand, took her suit off and went.
Why did they even call it MP2? MP had nothing to do with it; the only link was Dark Samus. Metroids didn't even have any proper role to play in it.
3) Size. OK you say, there are two worlds. No. It's not like Zelda: ALttP on the SNES... The Dark Aether is not fully expansive like the original Aether. Sections that are blocked off by impenatrable Ingworms are just thrown in when appropriate to transport to from Aether, and the designers just had to take a designed area, change it a bit and then use that as the Dark Aether alternative. There is probably a bit more to explore than MP in total, but I'd happily have exchanged the whole of Dark Aether for another fully explorable area.
4) Enemies. I noticed that quite a few of the inhabitants of Aether were actually just Tallon's inhabitants with different skins. Shortcuts; didn't feel 'new'. Enough said.
5) Weapons. Oh come on... light and dark matter weapons, not a bad idea. But JUST light and dark weapons? The fourth weapon to acquire was just a combination of the two. I think that given the light/dark nature of the game, a couple of extra beams on top of those would've been a good idea. And don't say "But you can only get 4 weapons on the stick". There are a dozen ways around it; it doesn't have to be that restrictive. And you could have just upgraded one or two of the beams.
Second point, I think that there could have been more improvements since MP. All that we have are some different beams and visors, which are the same principle, the screw attack and the under-water boost. Look at how many extras theer are in Banjo-Tooie compared to Banjo-Kazooie on the N64.
So, there you go. Like I say, it's a great game, but not that much of a great sequel. Your thoughts appreciated. ;)
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