So I got pneumonia these last days and found myself with lot of time to spare. So I decided to revisit Metroid Prime 3. I can't help but think that Retro was wrong in adding the Hypermode mechanic, or at the very least, they made it severely imbalanced. It is very easy to master it, and once you do, the game turn into a cake walk and what would be enjoyable encounters become essentially cakewalk.
When you enter Hypermode, your energy tank becomes ammunition. Sounds fair, I guess. However, any damage you take in the initial stage doesn't count. You don't take any damage at all. You will only take "damage" if you fire a few shots and quits the mode, or depletes the energy tank. So if you are under heavy fire, you can just enter hypermode to take the shots, and then exit without taking any damage.
And then it comes the corruption phase, when you are locked in the mode and risk game over, so you must deplete your bar or keep shooting until the suit auto-vents the mode. In this phase, you will lose a energy tank, but in these 25 seconds you can essentially turn any damage you receive into ammunition and just keep shooting to avoid game over. It's like a Super Mode from the God of War series, but instead of being tied to a "phazon meter" and being more difficult to access, it is instead tied to your health bar, which is easy to replenish. It offers far more benefits than consequences.
For example, there is the Rundas boss battle. Personally, I think this would be one of my favorite boss battles ever if it wasn't for the hypermode. When you hold yourself from using hypermode until the game demands it, you can really appreciate the details Retro put on him. Besides the great music, he flies, takes cover, freezes you and try to melee you, throwing Icebergs at you. And the more damage you do, the more aggressive he becomes. However, thanks to hypermode, you can beat him in 30 seconds in normal and in one minute in hard mode.
If you happen to have mastered hypermode before this boss, you may not appreciate how well crafted this fight is. I would have preferred to beat him without Hypermode at all.
The only time where it becomes balanced is at the end game, when you are locked in the mode and you actually take damage. Essentially, you can no longer "cheat" at the final boss and actually have to fight carefully.
I really like Retro Studios, but I think they dropped the ball here. If you happen to master this mode, you may have to hold yourself to appreciate the rest of the game. Personally, I think it's a very bad case of "super mode" game design. Hopefully, developers can learn from it to avoid mistakes.
When you enter Hypermode, your energy tank becomes ammunition. Sounds fair, I guess. However, any damage you take in the initial stage doesn't count. You don't take any damage at all. You will only take "damage" if you fire a few shots and quits the mode, or depletes the energy tank. So if you are under heavy fire, you can just enter hypermode to take the shots, and then exit without taking any damage.
And then it comes the corruption phase, when you are locked in the mode and risk game over, so you must deplete your bar or keep shooting until the suit auto-vents the mode. In this phase, you will lose a energy tank, but in these 25 seconds you can essentially turn any damage you receive into ammunition and just keep shooting to avoid game over. It's like a Super Mode from the God of War series, but instead of being tied to a "phazon meter" and being more difficult to access, it is instead tied to your health bar, which is easy to replenish. It offers far more benefits than consequences.
For example, there is the Rundas boss battle. Personally, I think this would be one of my favorite boss battles ever if it wasn't for the hypermode. When you hold yourself from using hypermode until the game demands it, you can really appreciate the details Retro put on him. Besides the great music, he flies, takes cover, freezes you and try to melee you, throwing Icebergs at you. And the more damage you do, the more aggressive he becomes. However, thanks to hypermode, you can beat him in 30 seconds in normal and in one minute in hard mode.
If you happen to have mastered hypermode before this boss, you may not appreciate how well crafted this fight is. I would have preferred to beat him without Hypermode at all.
The only time where it becomes balanced is at the end game, when you are locked in the mode and you actually take damage. Essentially, you can no longer "cheat" at the final boss and actually have to fight carefully.
I really like Retro Studios, but I think they dropped the ball here. If you happen to master this mode, you may have to hold yourself to appreciate the rest of the game. Personally, I think it's a very bad case of "super mode" game design. Hopefully, developers can learn from it to avoid mistakes.