TRAILER
September 15.
Revealed and demoed on Treehouse.
Gameplay Details:
September 15.
Revealed and demoed on Treehouse.
Some extra footage along with some developer related stuff/Sakamoto giving more details - https://www.youtube.com/watch?v=sEV7DYlFjFs
https://nintendotreehouse.tumblr.com/post/161796687927/up-close-and-personal-with-samus-aran
A short blog post by Nate Bihldorff talking about playing Metroid and then getting hands-on with this.
Gameplay Details:
- 2.5D graphics
- Based on Metroid II, you still have the Metroid counter
- Rather than the old rumbling earthquakes, there are Chozo gates where you place Metroid DNA obtained from killed Metroids to modify the world
- Free aiming of the beam rather than being locked to angles (audio cue and highlight when pointed at enemy)
- Pickups now automatically pulled in without charge beam
- A melee move that can be used to counter and stun enemies that get too close to you or charge you, boss fights have QTE counters and finishers
- Enemies killed after counters will drop more pickups
- Some bosses will have sparkles that briefly appear that, if hit, will drop health/missiles mid fight for you
- Beam switching (power and ice shown)
- Place colored pins on the map
- Fast travel points known as teleport stations
- "Aeion abilities," powers that have to be replenished with pickups similar to health and missiles
- One example is a pulse that outlines unexplored parts of map in a 10x10 grid around you and will highlight things like bombable blocks on the current screen
- Another is a shield that powers up your melee and absorbs damage in exchange for draining your Aeion meter