You kill enemies so that they don't kill you. Killing all enemies in a room also reveals the location of hidden powerups.
Are you trying to argue that farming enemies for Health/ammo is a good thing? That stuff is terrible and really makes the original Metroid extremely tedious. If you don't save near an uncollected E-tank you are in a for a mind-numbing grind each time you die.
It is so far from ideal it might as be on another continent but it's still better than the alternative that makes ANY and ALL encounters pointless.
There's a median between absolutely pointless and absolutely necessary.
Oh and hidden powerups are absurdly pointless and are a mere vestigial design from much better games.
Proof of that is in the Hard mode where they're simply gone.
As you said, it takes a split second.
Being vulnerable is the whole point of the system. More power = more risk.
It's a useless risk as you're better served using another alternative to defeating the enemies.
I was feeling anxious because I was waiting for something to jump out at me.
I don't get you, are you saying that cutscenes can't build up tension? Because the walking sections are basically interactive cutscenes.
NOTHING could jump at you during these sequences. It was never expected and it never happened effectively.
Cutscenes are horrible and pointless in that game anyway, so no they don't build tension.
These sequences are the most relaxing part of the whole game, nothing can happen and you can take as much time as you want.
And they're still there after the cutscene have been triggered anyway.
I was referring to this: ''Actually yes, if the level doesn't have a ceiling I fully expect to be able to spacejump out of the map.''
Well that's actually something that is very consistent in Metroid 1 & 4, you never saw the sky anyway so there was no need to limit the border with an invisible wall.
If you provide a powerup so easily exploitable you better have a rock solid level design that takes advantage of it.
If you don't count the super-short last story boss, the game has 12 bosses. For comparison:
MP: 12
MP2: 15
MP3: 14
And that means the finishing moves are any more frequent how?
I already said that the authorization system makes no sense for defensive gear. However, it makes much more sense for limiting offensive weapon than: ''I get damaged every time I begin a new mission.'' We will just have to agree to disagree on this point.
Noted. It totally changes how powerups are given/discovered and makes for a worse experience even on a conceptual level but noted.
The elephant in the room is that there shouldn't be a need to lose powerups and they would need to make more new powerup but heh.
If you have trouble using the 1st person mode that's on you. I will not budge on this. Some people aren't good at adapting to new control schemes and that's ok, not everyone is good at everything.
You misunderstand.
1rst person mode is badly implemented and yet they don't make the game unbeatable, it's a just a pointless thing used to annoy the player.
I tried to use it in sequences they weren't explicitly required, no rewards and more trouble than just dispatching them the normal way.
It's pointless and wasn't meant to be used extensively => missiles expansions are pointless.
And in the sequence we're talking about : the last boss, there's nothing to understand about the 1rst person view.
They put you in a place with multiple foes and give you 5 seconds to trigger the correct sequence. If the correct sequence was dispatch all foes in 5 seconds, yeah the issue would have been with me not being fast enough.
No, it's another BS about triggering the correct action for no reason.
And for the record, I had no problem adapting to stuffs like Red Steel so I'm pretty sure I'm not the problem here.
No, the Queen and the last story boss required you to use your brain.
-None of the old weapons work -> I must use something else -> What else do I have? -> Use power a power bomb.
-What's the best solution to a problem? Stopping it at the source.
You're in a sequence where the queen swallow you and depending on the energy you have left you could have less than 10seconds to react.
And you're supposed to remember that you have a weapon you don't even know you have?
The power bomb is not usable even seconds before that sequence hit, there's no warning nothing. Just react or die.
2D Metroid has always been more constrained by keeping most of the game enclosed, but the few times they Samus had access to open air they had invisible ceilings to prevent her from going where the developers didn't want her to go.
Obviously it's not as bad as invisible walls blocking powerups, but I didn't say it was.
I was also tying it in to the fact that that person also got upset because Samus' powersuit appears and disappears Power Rangers-style despite the fact that it has always been that way and also got upset because the Zebesians were called Zebesians. It's okay to not like those things, but you can't use the history of the franchise as justification because those things are part of that history and "It didn't used to be that way!" is a lie.
Because something was in Super Metroid doesn't mean that it's immune from criticism.
The powerranger style armor for Samus is downright dumb, whether or not it's present in the other Metroid is not that important and was never an issue in the other games because they were never a moment that puts you in the position to say "My god, this is fucking dumb" like that Ridley cutscene (or the one with Adam after that).
My tangent on Zebesian is mostly because Space Pirates are NOT originally from Zebes, Samus of all people should have known that.
But I guess Adam hadn't authorized Samus to use that knowledge...