I haven't had as many issues with the analog stick as I thought I would. But I'd go for D-Pad controls in a heartbeat if they were offered. Some of the puzzle rooms where speed is important get obnoxious with the analog stick.
I'm quite a bit further in now - Area 6, I believe, and I just got the gravity suit with 50% completion per the file select screen.
I still have positive thoughts overall about Samus Returns, but I'm really getting annoyed by the convoluted level designs. The level layouts feel more like a fan hack than an official title, like they're as complicated as possible with no regard for believable world-building. Also, I feel like the character progression is pretty uneven, like I'll go for long stretches with no upgrades, and then I'll get a bunch within a minute or two. But that might just be my impression because I've been backtracking quite regularly trying to access previously missed items.
The game is obviously HUGE. It seems like one or two areas in Samus Returns are the size of the entire original Metroid 2.
I'm annoyed by the repetition of older Metroid BGMs too. Would it have killed Mercury Steam to come up with some new music instead of rehashing the same themes we've heard in so many other Metroid games? It's like they went the completely opposite direction from the Lords of Shadow OSTs. Instead of totally ignoring the source material, now they're afraid to stray from it.
Well... I just had a rage-quite moment.
That f@#king mining robot you activate chases you through several segments of tunnels and if you're not quick, you're f@#ked. I'm not impressed with that at all. Metroid doesn't need that shit going on, Jesus!
I finally finished Samus Returns, so I came back to read through this topic. I think I agree with just about everything Jorge had to say. I was a little worried about how Mercury Steam would handle the game, but I think it was pretty phenomenal and overall a welcome addition to the series. I absolutely hated being stuck with using the Circle Pad thing for movement though. The 360 degree aiming was kinda neat (which might be difficult to do when using the d-pad) but I'd sacrifice that for the better/tighter control that the d-pad would offer. Although I loved the chase and battle with the giant digger when all is said and done, it was these areas especially (and battles with the various metroids) that made me really want the d-pad for control. I think there were plenty of hits/deaths I could have avoided -- caused by a slip or error resulting in jumping straight up and not at an angle, or turning into the morph ball, or whatever else.
Did anyone feel like damage taken was a bit high for the normal mode? While I did just say I think I took hits I could have avoided with d-pad control, throughout the whole game it felt like I only took a few hits before nearly being out of energy, even at the end when I had a bunch of E Tanks.
Any thoughts on the story progression as seen in the Chozo memories?
It pretty clearly shows the Chozo arriving, discovering the X parasite, creating the metroids, and sealing away the metroids. What about that last photo though where someone seems to have killed the Chozo?
And how about that ending?!
Is it just a nod to the outcome we already know -- that the X make a comeback? Is it a tiny teaser at a remake of Fusion? Based on how much I liked this remake, I'd take a Mercury Steam remake of Fusion...especially if they give us some variety in control options!