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Video Games General

The fuck are they doing over there? Having a competition who can finally break the TES modding community?

The reason for this is that as part of the AE update, Bethesda has decided to update the compiler used to build the 64-bit version of Skyrim from Visual Studio 2015 to Visual Studio 2019. This changes the way that the code is generated in a way that forces mod developers to start from scratch finding functions and writing hooks. Class layouts are unlikely to change, luckily. I didn't ask specifically, but the most probable reason for this is that the Xbox Live libraries used for achievements on the Windows Store are only available for 2017 and later. Some games have worked around this limitation by building the code that interacts with Xbox Live in to a secondary DLL that is dynamically loaded by the game, but they didn't choose this option.

They're lazy and/or stupid.
 
Up to Screw Attack. Artaria 100%, even the energy tank in the upper left... you don't need the Power Bomb for it, even though that seems like the obvious solution. Just plant your toes below the ridge and run right past the shutter, boost triggers a hair before the wall. Store it, Flash Shift back, jump, easy. Must've tried two dozen times to do it the other way, which is apparently only possible but still fucking hard with Power Bombs.
 
Up to Screw Attack. Artaria 100%, even the energy tank in the upper left... you don't need the Power Bomb for it, even though that seems like the obvious solution. Just plant your toes below the ridge and run right past the shutter, boost triggers a hair before the wall. Store it, Flash Shift back, jump, easy. Must've tried two dozen times to do it the other way, which is apparently only possible but still fucking hard with Power Bombs.
The other way feels like it should become possible with Cross Bombs, but then the spawner screws it all up. Whoever designed the shinespark puzzles in that game should go back to making SM romhacks, and I don't mean that in any nice way.
 
The other way feels like it should become possible with Cross Bombs, but then the spawner screws it all up. Whoever designed the shinespark puzzles in that game should go back to making SM romhacks, and I don't mean that in any nice way.
I did like the one in the middle of the EMMI Zone- the one right below the purple cover door (Power Bombs? Or a beam type I don't have yet? It's really not needed unless there's a chase sequence here later.) where you Ballspark through seven screens or so and slam into home. That was fun and amusing.

It's also possible the 'back way' to that E-Tank was actually the intended way and the other way is a red herring from a particularly cruel designer.
 
I did like the one in the middle of the EMMI Zone- the one right below the purple cover door (Power Bombs? Or a beam type I don't have yet? It's really not needed unless there's a chase sequence here later.) where you Ballspark through seven screens or so and slam into home. That was fun and amusing.

It's also possible the 'back way' to that E-Tank was actually the intended way and the other way is a red herring from a particularly cruel designer.
NW Artaria is one of... five shinesparks that are required for 100% yet shouldn't exist outside of romhacks. The midair shinesparks in SC Dairon (right after you get the speed booster) and lower Ferenia (right after the Quiet Robe cutscene) are on that list. The two worst in the entire game are NW Ferenia and then a particularly well-hidden passage in a different area that I don't know if you've found. All of these are so much worse than anything in Fusion or ZM, not even the Chozodia racetrack (right after you get the second suit) or the two in the wide-open room in Crateria (just use the nearby Chozodia corridor as a runway).

The central Artaria ballspark was at least kind enough to give a slot at one end of the runway that you could use to line up the shot perfectly. I don't count it as one of the bad ones.
 
NW Artaria is one of... five shinesparks that are required for 100% yet shouldn't exist outside of romhacks. The midair shinesparks in SC Dairon (right after you get the speed booster) and lower Ferenia (right after the Quiet Robe cutscene) are on that list. The two worst in the entire game are NW Ferenia and then a particularly well-hidden passage in a different area that I don't know if you've found. All of these are so much worse than anything in Fusion or ZM, not even the Chozodia racetrack (right after you get the second suit) or the two in the wide-open room in Crateria (just use the nearby Chozodia corridor as a runway).

The central Artaria ballspark was at least kind enough to give a slot at one end of the runway that you could use to line up the shot perfectly. I don't count it as one of the bad ones.

I'll give them a shot at least, but may give up on that sweet 100% completion if they frustrate me too hard.

Where I am, though, I have another theory- don't confirm it for me, I'm just getting it out there for prosperity if I got it right.

Raven Beak didn't spare Samus. He also didn't alter her body to whatever it is now. Adam and Samus think he could take her down easy. But Raven Beak isn't showing himself. Isn't confronting her. Because he's afraid. When it was down to the wire, her Metroid DNA woke up and said Hi. And possibly severely injured or even nearly killed him. Note the glow around Samus' hand just before the EMMI shot her and then Quiet Robe interrupted. Metroid drain? Maybe.

Well, it's either that or he's doing a 'become my bride and we can make superbabies and rule the universe together' bit, I'd say.
 
The other way feels like it should become possible with Cross Bombs, but then the spawner screws it all up. Whoever designed the shinespark puzzles in that game should go back to making SM romhacks, and I don't mean that in any nice way.

NW Artaria is one of... five shinesparks that are required for 100% yet shouldn't exist outside of romhacks. The midair shinesparks in SC Dairon (right after you get the speed booster) and lower Ferenia (right after the Quiet Robe cutscene) are on that list. The two worst in the entire game are NW Ferenia and then a particularly well-hidden passage in a different area that I don't know if you've found. All of these are so much worse than anything in Fusion or ZM, not even the Chozodia racetrack (right after you get the second suit) or the two in the wide-open room in Crateria (just use the nearby Chozodia corridor as a runway).

The central Artaria ballspark was at least kind enough to give a slot at one end of the runway that you could use to line up the shot perfectly. I don't count it as one of the bad ones.
Dude, I've 100% the game even tough my reflexes are utter shit and I keep mixing up button inputs. Now, the Sequence Breaks, those are Frame Perfect, but the normal puzzle aren't that hard. And they're nowhere near Rom Hack grade hard.
 
Dude, I've 100% the game and my reflexes are utter shit. Now, the Sequence Breaks, those are Frame Perfect, but the normal puzzle aren't that hard.
I 100%ed as well, but it was a fucking struggle. "The two worst in the game" that I mentioned certainly felt frame-perfect. I don't even know what was different about the successful attempt on one of them compared the rest, and the other...
Central Burenia, from the green teleporter room? That's on a sequence-break route (early Gravity). The runway is one tile too short to even let you charge on the same platform. I had to use the wall-jump rebound tech - which I grew to hate, between this tank and NW Ferenia - and charge on the platform above the door, and it didn't even always work. Midair sparking to the second stage of the course was only possible because I had to learn it for the lower Ferenia missiles, but the midair acrobatics required me to let go of the FUCKING GARBAGE RUN BUTTON without realizing and that meant I was no longer in speed boost mode to make it through the slide and to the third stage.

(Then, just for added insult, when I finally made it all the way through, the tank blended into the background and I left through the escape hatch without grabbing it.)

Romhack shinesparks should stay in romhacks.
 
I 100%ed as well, but it was a fucking struggle. "The two worst in the game" that I mentioned certainly felt frame-perfect. I don't even know what was different about the successful attempt on one of them compared the rest, and the other...
Central Burenia, from the green teleporter room? That's on a sequence-break route (early Gravity). The runway is one tile too short to even let you charge on the same platform. I had to use the wall-jump rebound tech - which I grew to hate, between this tank and NW Ferenia - and charge on the platform above the door, and it didn't even always work. Midair sparking to the second stage of the course was only possible because I had to learn it for the lower Ferenia missiles, but the midair acrobatics required me to let go of the FUCKING GARBAGE RUN BUTTON without realizing and that meant I was no longer in speed boost mode to make it through the slide and to the third stage.

(Then, just for added insult, when I finally made it all the way through, the tank blended into the background and I left through the escape hatch without grabbing it.)

Romhack shinesparks should stay in romhacks.
Dude, even that sequence (and yes, I do agree it's the hardest of them) isn't anywhere near the sheer bullshit Romhack are made from. You're either seriously overestimating Dread or seriously underestimating what the average Romhack is like.
 
Nope. It's for performance on modern systems.

Performance for newer consoles. PC, where the mods this move is going to screw over are, doesn't have any particular need to have this forced on them.

They're forcing it anyway, because it's easier that way. As stated in the quote, they could just not do that on PC and bypass it with a DLL, but....eh, too much effort.
 
*That Moment*
*OG Metroid Music*


When she grabbed that spike, man... wow. Piss off Adam, I can too kill them without brainjuice.

A bit curious about why the brain shut down- I suppose they were linked somehow, though the brain shutting down because of the EMMI dying seems to imply a kind of relationship I didn't expect. 'Everything is proceeding according to plan' looking more likely just for that.

Maybe he's cottoned on to the real game-breaker, that Samus is way more dangerous than any Metroid and he's planning to clone her instead. Boss fight against yet another Samus clone?

Turned back from Hanubia for now though- with the Power Bomb, I can clean out all the other areas. Once that's done, then I head into Hanubia.

Also fuck that power bomb to the right of the network room in Hanubia and it's making you go in circles shit. I tried shinesparking down way earlier and didn't think it worked.
 
Performance for newer consoles. PC, where the mods this move is going to screw over are, doesn't have any particular need to have this forced on them.

They're forcing it anyway, because it's easier that way. As stated in the quote, they could just not do that on PC and bypass it with a DLL, but....eh, too much effort.

If it gets raytracing like I'm pretty sure it will... the PC will need that perf boost too.
 
Well that's that. 100% item collection, final time 10:20. Not too shabby.

Final boss was pretty good- got rekt the first few times, but once you know his pattern it's not too hard. Phase 2 was pretty neat.

My controller was glitching a bit, though- kept wanting to charge instead of fire with each press? Dunno. May need new controllers.

Really disappointed we didn't get a proper fight against RA-X. Escape sequence was pretty good, think I only had 30 seconds on the clock- mostly because I had a heck of a time finding the exit to the first area.

Also: how the fuck Quiet Robe.

How did he keep himself from being controlled by the X? Or did his memories spark a schism in the X Hivemind itself? Did he clear out Samus' Metroid DNA, or just reinforce her Thoha genes to give her some control over it?

That last bit left me with more questions than answers.

Also questions about whether this meshes with the original lore or not. Old Bird was Thoha, Grey Voice was Mawkin, maybe?

Also: Are there alternate endings? The Ending tab in the gallery only gave me one picture for beating it.

Might try Hard Mode. Maybe.
 
Well that's that. 100% item collection, final time 10:20. Not too shabby.

Final boss was pretty good- got rekt the first few times, but once you know his pattern it's not too hard. Phase 2 was pretty neat.

My controller was glitching a bit, though- kept wanting to charge instead of fire with each press? Dunno. May need new controllers.

Really disappointed we didn't get a proper fight against RA-X. Escape sequence was pretty good, think I only had 30 seconds on the clock- mostly because I had a heck of a time finding the exit to the first area.

Also: how the fuck Quiet Robe.

How did he keep himself from being controlled by the X? Or did his memories spark a schism in the X Hivemind itself? Did he clear out Samus' Metroid DNA, or just reinforce her Thoha genes to give her some control over it?

That last bit left me with more questions than answers.

Also questions about whether this meshes with the original lore or not. Old Bird was Thoha, Grey Voice was Mawkin, maybe?

Also: Are there alternate endings? The Ending tab in the gallery only gave me one picture for beating it.

Might try Hard Mode. Maybe.
The first phase only progresses when you use melee counters. Two of my ten deaths to that phase came from running out of missile ammo because I tried to win the traditional way and had no way of knowing that I wasn't doing real damage. Boss HP bars have been in the series since Prime! :mad:

I had the same problem with exiting the first room.

I blame Chozo mysticism. QR was a much more spiritually-inclined sort than the warrior types or RB. I hope it's the latter.

Yes. Picture requirements are:
Clear Normal
Clear Normal sub 8 hours
Clear Normal sub 4 hours
Clear Hard
Clear Hard sub 8 hours
Clear Hard sub 4 hours
Get all of the above rewards.
You can do more than one in the same playthrough. The other gallery was filled by getting 100% items in each of the 8 areas, with a bonus one for getting all of them.
 
The first phase only progresses when you use melee counters. Two of my ten deaths to that phase came from running out of missile ammo because I tried to win the traditional way and had no way of knowing that I wasn't doing real damage. Boss HP bars have been in the series since Prime! :mad:

I had the same problem with exiting the first room.

I blame Chozo mysticism. QR was a much more spiritually-inclined sort than the warrior types or RB. I hope it's the latter.

Yes. Picture requirements are:
Clear Normal
Clear Normal sub 8 hours
Clear Normal sub 4 hours
Clear Hard
Clear Hard sub 8 hours
Clear Hard sub 4 hours
Get all of the above rewards.
You can do more than one in the same playthrough. The other gallery was filled by getting 100% items in each of the 8 areas, with a bonus one for getting all of them.

I cottoned onto the counters bit early- I think you do a little damage when he's blue/pink/purple, but not much, and when he turns gold you can hear the distinct 'tink' of failing to hurt him.

Don't think I'm gonna get all those images- I was never good at speedrunning. Ah well. Might try hard anyway.
 
I cottoned onto the counters bit early- I think you do a little damage when he's blue/pink/purple, but not much, and when he turns gold you can hear the distinct 'tink' of failing to hurt him.

Don't think I'm gonna get all those images- I was never good at speedrunning. Ah well. Might try hard anyway.
The nice thing about Hard is that enemies already deal such ludicrous amounts of damage in Normal that "enemies do double damage" isn't much of a handicap. What difference does it make whether a boss kills you in 20 seconds or just 10? This is the same reason why the game is so (ugh) "friendly" to low-% runs. Enemy damage output being so high makes E-tanks nearly worthless, and the only two offense types that are worth a damn are counters and Screw Attack (so there's no need for missiles and PBs either).

MS: "Shooting your enemies? In a Metroid game? LOL"

The lame thing about Hard is that doubling enemies' damage output is literally all it does.
 
So, basically, your biggest bone with the game is that it's not Prime.
 
So, basically, your biggest bone with the game is that it's not Prime.
My biggest beef with the game is the melee counters - not the timing, but the Mary Sue-like way MS treats them.

Me: "I want E-tanks to be worth the effort!"
MS: "Bosses do at least half a tank of damage per hit, often more. LOL"
Me: "I want to shoot enemies with my beams!"
MS: "LOL that'll do jackshit. Use the melee counter."
Me: "I want to shoot enemies with my missiles!"
MS: "LOL you're not even doing real damage (but you'll have to read our minds to figure this out). Use the melee counter. Also, this means missile tanks are worthless."
Me: "Alright, I beat your fucking game, now fuck you. I'm going back to Super (Redux), Fusion, ZM, and Prime 1-2. If I want melee in my Metroidvania, I'll play an Iga game or Hollow Knight instead."
 
LOL you're not even doing real damage (but you'll have to read our minds to figure this out)
I'm sorry, but not recognizing the very distinctive PING sound the missiles makes when they hit during that phase is the same as every other instances where they hit an indestructible part of a boss is on you.
 
Also complaining about the enemies doing a ton of damage is silly. I'm playing Fusion right now: regular ass enemies can do up to thirty damage a hit so that's not exactly new. Also also, Prime 1 & 2 both had bosses you couldn't damage unless you did something that you literally never had to do before that point. Having the final boss need you to use one of the core gameplay mechanics isn't exactly unreasonable.
 
I'm sorry, but not recognizing the very distinctive PING sound the missiles makes when they hit during that phase is the same as every other instances where they hit an indestructible part of a boss is on you.
I haven't had travel headphones in years and often play portable games (including the Switch's tabletop mode, which I used for most of my playthrough) on mute. When I game on PC, I usually replace the game's soundtrack completely with my own music choices.
Also also, Prime 1 & 2 both had bosses you couldn't damage unless you did something that you literally never had to do before that point. Having the final boss need you to use one of the core gameplay mechanics isn't exactly unreasonable.
Prime 1 and 2 could do that because the visual indicator for stun damage was a very different color than the indication of real damage, oh and they had health bars.
 
I haven't had travel headphones in years and often play portable games (including the Switch's tabletop mode, which I used for most of my playthrough) on mute. When I game on PC, I usually replace the game's soundtrack completely with my own music choices.

Prime 1 and 2 could do that because the visual indicator for stun damage was a very different color than the indication of real damage, oh and they had health bars.
How dare the game force you to notice the guy isn't flashing white like he's taking damage.
 
Metroid Dread stuff

Fuck the final boss with a rusty spork.

I've been beating my head against this second phase for the last few days. By the time I get there, I'm down to two tanks of health.

I feel like the FB got the same 'buff' that the entirety of Castlevania: Circle of the Moon did. In that the testers managed to test everything to the point that even the hardest parts of the game managed to become easy for them to do that the devs decided to up the difficulty for the final release.
 
I haven't had travel headphones in years and often play portable games (including the Switch's tabletop mode, which I used for most of my playthrough) on mute. When I game on PC, I usually replace the game's soundtrack completely with my own music choices.
Dude, that's still on you. It's hardly the devs' fault that you're playing the game without using the full range of tools they've provided you. You made that choice yourself.

Fact is, Metroids has tons of auditory aspects to its gameplay. Counters have a sound cue distinctive enough you can time yourself with them if the white flash isn't enough, you can roughly determine how far the EMMIs are from you just from how faint their constant BIp Boping get, hell it's easier to determine when Samus is going full speed with the Speed Boost from the sound it makes then just the visual. No fucking wonder you had so much trouble with everything reflex related if you cut off 50% of your perceptions!
 
Metroid Dread stuff

Fuck the final boss with a rusty spork.

I've been beating my head against this second phase for the last few days. By the time I get there, I'm down to two tanks of health.

I feel like the FB got the same 'buff' that the entirety of Castlevania: Circle of the Moon did. In that the testers managed to test everything to the point that even the hardest parts of the game managed to become easy for them to do that the devs decided to up the difficulty for the final release.
Really? By my fourth and final try, phases one and two could barely hit me. The big black balls take four missiles to break and drop health and ammo, so my health was still full or almost by phase 2 after the few times I did take hits. The only hits I ever took were the almost-the-whole-room going off while I was running from a ball (which barely does any damage) and getting caught by his combo once or twice.

The loading screen doesn't lie- there are no unavoidable attacks. Learn his tells and how to avoid each and you can get through him with hardly a scratch- even moreso for phase 2. The superlaser timing is pretty tight, yeah, but everything else is telegraphed from a mile away.

Phase 3 I only played through once because I got it on the second try and the first didn't last long enough to matter. That one's more difficult, yes, so I didn't have it down, but by that point with hardly any damage I could just tough it out.

In Short:
 

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