Yakety SA-X: Let's play Metroid Fusion Blind
Latest Episode
About the Game
Metroid Fusion is the 2002 successor to the Metroid Series. Released on the Game Boy advance in concurrence with Metroid Prime on the Gamecube, the game brings us back to the world of Samus Aran for another run with the traditional 2D style of Metroid Game. It gained high praise from critics at the time, receiving several awards, including Handheld Game of the Year at the 2002 Interactive Achievement Awards, Best Game Boy Advance Adventure Game from IGN, and Best Action Game on Game Boy Advance from GameSpot.
About the LP
I, however, have never played it.
As recently as two years ago, I had never played a single Metroidvania game, but my good friend, Co-commentator and guide, Yorkshire Tea has plenty of experience with nearly all of them.
Starting with Castlevania: Symphony of the Night, Tea has guided me through the wonderful world of Metroidvanias and earlier this year I had great fun playing Super Metroid for the first time.
Through those games Tea has spoken about Metroid Fusion in a way that is reserved for his favourite games, expressing that frustrations that I might have had would be resolved, were I to just play it.
Knowing that high praise from Tea is hard to come by, I have decided to take the dive and will be playing through completely blind. Hopefully, my experiences in the past should help me out, but I imagine it is going to be a bumpy ride.
Episodes will release on Monday, Wednesday and Friday at around 23:00 BST, 18:00 EST, with cheeky early episodes up on our Patreon.
Art and banners, will, as ever, be handled by the amazing Bifauxnen.
Episodes
Links
The Something Awful Thread - In case you want to chat with the regulars over there!
Our Patreon! - In case you want to support our LPs and see episodes early!
Last edited by Natural20 on Mon Nov 09, 2020 11:12 pm, edited 17 times in total.
I think in one of the earlier episodes it was stated that in Fusion, Samus is never seen without her suit because it's now bonded to her skin.
Thanks for kindly showing the first counterexample.
Thanks for kindly showing the first counterexample.
See, that's why this is the best Metroid game.
The game literally makes it impossible to stumble your way into the underwater section early and get horribly stuck there and cause the thread to go full panic mode.
The game literally makes it impossible to stumble your way into the underwater section early and get horribly stuck there and cause the thread to go full panic mode.
Basement? Oh, no. This place has a spacement.
There is a basement-like area coming up soon, where the power generator is kept, but technically it's higher up on the map than some other portions of the ship, so...is it really a basement? Who knows?
In that one vid you talked about the voice sampling for "Emergency in Sector 3".
Did you completely forget about "The last Metroid is in captivity. The galaxy is at peace." from Super Metroid? It's just the one line but it's one of very few SNES games that has voice acting at all.
Did you completely forget about "The last Metroid is in captivity. The galaxy is at peace." from Super Metroid? It's just the one line but it's one of very few SNES games that has voice acting at all.
Oh man oh man oh man my favorite part is coming up!
Death by fast forward doesn't count, btw.
Death by fast forward doesn't count, btw.
I have one regret with the videogames of the SNES era, and that's that Squaresoft didn't figure it out and use it for the opera scene in Final Fantasy 6. Can you imagine? There'd have been a riot!
Wow, uh.
So, like, the SA-X chase is the most memorable part of the game, but I have some comments.
[1] You could have had double or triple the starting health if you had gone to the recharge room above the save room before the SA-X chase.
[2] Congratulations on learning how to shoot diagonally!
[3] Nettori was a pain in the rear for me. Honestly, it took you fewer tries...
[4] I know you recorded this already, but you're probably going to want to learn to Space Jump well before 3 certain other bosses...
So, like, the SA-X chase is the most memorable part of the game, but I have some comments.
[1] You could have had double or triple the starting health if you had gone to the recharge room above the save room before the SA-X chase.
[2] Congratulations on learning how to shoot diagonally!
[3] Nettori was a pain in the rear for me. Honestly, it took you fewer tries...
[4] I know you recorded this already, but you're probably going to want to learn to Space Jump well before 3 certain other bosses...
Uh, did Tea survive the night? Damn.
Also, those plants are annoying to get out of. Some parts of this game require you to understand the difference between straight jumps and spin jumps, and that's one of them.
Straight jump: press the jump button without holding left or right. You can press left or right to move that way AFTER you started the jump but not before. Spin jump: press the jump button while holding left or right.
Spin jump is what's needed for space jumping. Straight jump is what's needed to get out of those plants and for basically nothing else ever, which is why it's so annoying. It's something you never practice.
Another place where it makes a difference is that you can hold a shinespark during a spin jump, but trying a straight jump will launch you into boosting in whatever direction you press the key.
In Super Metroid once you fall out of a spin jump into a straight jump, you can't get back into a space jump without landing. In Fusion you can, which is one way they made the space jump easier.
Also, those plants are annoying to get out of. Some parts of this game require you to understand the difference between straight jumps and spin jumps, and that's one of them.
Straight jump: press the jump button without holding left or right. You can press left or right to move that way AFTER you started the jump but not before. Spin jump: press the jump button while holding left or right.
Spin jump is what's needed for space jumping. Straight jump is what's needed to get out of those plants and for basically nothing else ever, which is why it's so annoying. It's something you never practice.
Another place where it makes a difference is that you can hold a shinespark during a spin jump, but trying a straight jump will launch you into boosting in whatever direction you press the key.
In Super Metroid once you fall out of a spin jump into a straight jump, you can't get back into a space jump without landing. In Fusion you can, which is one way they made the space jump easier.