NPCs Make Me Wanna Scream!
Here I am working my butt off dealing with all these muthapluckin' Psy-bots in this muthapluckin' control room and there's Sgt Duke staring at the console with his finger up his nose, not helping. 😡😡
Here I am working my butt off dealing with all these muthapluckin' Psy-bots in this muthapluckin' control room and there's Sgt Duke staring at the console with his finger up his nose, not helping. 😡😡
I just unlocked the psychic double jump and went back to explore Fury Green and have only been able to find a rocket capacity extension. I have no clue where or what to look for right now but my guess is the morph ball boost. Can somebody give some advice?
Good day to everyone,
I have trouble getting this item.. its in Sol Valley close to Fury Green. I believe it marks the spot on the 2nd pic. I've tried using rockets, the charged rocket launcher but nothing has happed yet. Can anyone please help me? Thank you very much!
Edit. Like some comments said, I just entered and exited Fury Green and searched for Tokabi. Thank you all so much
QUESTION: At the end of the game, what was the fate of Duke, Tokabi, MacKenzie, Armstrong, and VUE? The story makes me assume MacKenzie dies, while the rest are marooned on Gilligan's Viewros. Assuming we don't get an MP5 "Beyond" sequel, do we conclude they die there? Do they kill Sylux while Samus escapes?
After seeing people make different edits using the recent Clayface trailer, I just had to put this together.
Enjoy some rare content that isn’t mocking Sylux for once!
Spoilers for 100% completion (items, logbook, crystals) cutscenes on Normal:
>!I thought the final Sylux battles were awesome! Fairly difficult even with 100% energy tanks and power ups and green crystals, especially the first phase of the fight. Second phase was easier but still fun!!<
>!In terms of the final cutscenes. There is a scene in the game where you get a little bit more of Sylux's motivation. I will talk about that later. For now I will instead start with the teleportation scene. While I do wish I cared a bit more about the characters, I got to know them just enough (in fact maybe the exact minimum amount necessary), to care that they were holding back Sylux and not coming through the teleporter with us. I wouldn't say I was emotional (and I often at least tear up at sad moments in movies) but I definitely felt the tension and suspense that moment was trying to deliver. Kind of reminds me of how I felt about Halo: Reach, although that was a little different because I knew lore-wise going in that they weren't going to make it, and even though they are given the same kind of minimal characterization, we spend more time with the characters and that helps with the emotionality of it.!<
>!Then there is the cutscene after Samus teleports. I also found this touching, maybe a little more than the previous. Planting the seed from the tree is a really nice gesture, adding the crystal as well. Seems like an appropriately solemn end for the Lamorn, and whenever Samus deals with a civilization in danger or that ended, I can't help but think of her own upbringing with the Chozo. I bet she wishes she could have done more for the Lamorn, and for the Chozo, but she has found a way to honor them and remember them, and that's the best she can do. Really melancholy and somber. Adding Tanaka's arrowhead too was a nice gesture, I wish the things he said to me on Viewros were a little bit more coherent and less repetitive so I could care more. But like I said before, they did the minimum amount of character building to make me care, and that paid off here too.!<
>!Okay, now let's talk about Sylux, the pre and post ending cutscenes. This is where I feel the most conflicted about the whole thing. I think the flashback to Sylux's origin that plays in Samus's head being cut up and jumbled and confused, was a good choice in this story. It leaves you feeling a sense of mystery and unease throughout the whole thing. Before doing that final boss fight, I though the cutscenes would reveal that EITHER: there was some kind of huge time skip where the soilders have all actually been fighting Sylux's forces on Viewros for years, and these five were all that's left OR; that actually the soldiers helping Samus all died in the intial fight, and they were some kind of ghosts that Samus's psychic crystal allowed her to see. The fact that it was actually Sylux's backstory was a twist I didn't see coming, and I enjoyed that.!<
>!But I did leave that last boss fight feeling a bit confused. A little like, oh, that's it? He lost people in a battle and resents Samus for it? Okay. But then of course, since this was 100% completion, I went into the gallery to see what I unlocked, and only then realized that hey, one of the videos here isn't one I saw in game! I watched it, and wondered, "wait, did I miss something? Did I zone out and miss this cutscene somehow?" only later realizing you only get it for 100% completion. Seeing the full Sylux flashback cutscene, in order, with the dialogue, makes a HUGE difference to how I understand Sylux as a character. And I found it really compelling, making Sylux this bitter crybaby who seems more upset that Samus stole his glory than the fact that he got his whole squad obliterated, it's a really interesting direction to go! And let me tell you, it made it feel really worth it for me that I got 100% completion, because it kind of felt incomplete without it!!<
>!I just really wish it played during the game. I think it would have had just a little more impact in the game than just in the gallery? They could have shown the snippet of him swatting away Samus's hand earlier in the game, and made the full extended final flashback what you saw in the game at that moment before he comes out. It also kind of makes sense in terms of lore, like Sylux was hooked up and healing here, this the physically the closest Samus has been to him up to this point. So it would make some kind of sense that proximity would allow Samus to get a less confusing full flashback for the audience to understand? I bet she got it from the flashback herself, because in theory she would remember the moment herself in some way. But we the players needed to see it all laid out. Maybe it could have even played after the 100% tree planting cutscene, idk?!<
>!I am torn between the fact it is a cool "Aha!" moment in the gallery after completing the game, and wishing it were a cool "Aha!" moment within the game's story that would have felt more emotionally impactful. What do y'all think?!<
Has anyone ever seen the Scout Bot act this way? During the run through in Ice Belt to collect items, I shot it with electricity to wake it up and after it flew up in the air, I inadvertently hit a button, or a combo of buttons, and instead of crumpling to the ground and dying, like normal, it remained upright and active, as if it was on a mission. I stood there watching to see what it was going to do (it did nothing), but as long as I stayed in the area, it just stood there, looking (scouting) around. Once i entered the facility, it died.
I tried to do it to other Scouts but couldn't.
Has anyone ever seen this behavior?
I've been reading a lot of posts asking if we could change "one thing..." with the presumption that that one thing would make the game better. I enjoy the game the way it is. No, it's not perfect, but then none of the games in the series are perfect, and all of them could be improved.
MP4 could absolutely do for some tweaking and polishing, and just one change wouldn't be enough. Here is my list of tweaks that I would suggest to improve the game play:
- Allow sequence breaking.
- In Sol Valley, reduce the frequency of the attacks by the "MAGs" (the Maurauders, Areonauts, and Gullbats); they're annoying and pointless.
- Instead of gaining the ammo expansions and energy tanks in the Shrines and from Tokabi, you would earn them by defeating attacks by the MAGs: (1) Mauraders = missile expansions; (2) Gullbats = shot expansions; (3) defeat one Aeronaut = 1 energy tank--similar to the Swim Catcher chase in Flare Pool.
- In the Shrines, make it more of a challenge to earn the arm cannon upgrades by implementing a tougher, 2-3 pronged puzzle.
- Make the Fire, Ice, and Thunder chips immediately functional the moment they're found--no need to return to base camp to activate them.
- Implement the use of the Vi-O-La (1) in Fury Green--something like a BMX run; and (2) allow Samus to ride the Vi-O-La in the Snow Wolf battle in Ice Belt.
- Turn off MacKenzie--period. Put him in Ice Belt with Tokabi, but have him accompany Samus, similar to how Duke and Armstrong accompany her in Flare Pool. Samus meets both MacKenzie and a leg-wounded Tokabi right after the Snow Wolf fight, but Mac accompanies Samus while Tokabi hangs back like he currently does.
- Allow Samus to drive one of the trucks in Ice Belt in a "Ice Road Truckers" like sequence in the mountains to gain the energy tank and the Psychic Spider Ball upgrade.
- With sequence breaking, "if" you defeat the Omega Griever early and get the Power Bomb, you can use it early to break the boulders in the green crystal search and get the Legacy Suit early.
- I would change nothing about the green crystal search except to make some crystals discoverable in Ice Belt, Flare Pool, and The Mines (particularly) for the "100%" goal.
- I would change nothing with VUE-995.
it took me 17 hours to beat it on normal, doing a good chunk of exploring and it is one of the weirdest games i ever played
about 40% of it is pure brilliance and nintendo magic. There are really awesome parts there…but is dragged down heavily by about 60% of poor decisions
it almost show that the game was made by two teams with two different talent levels
as usual, the desert is one of the worst hub worlds i ever played…is like they put it there just to make one of the worst quests i ever did too.
i think that 7,5 out of 10 is a fair score…if they took out that 60% of poor decisions, it would be the easiest 10 in my life
I was perusing the images in the post-game gallery and came across this image set. Does anyone know where this location is in Viewros? Is this pre-destruction Volt Forge?
I just completed Hard level for the second time (but got the "100%" this time), and I was browsing through the end game gallery and noticed these images that give a size perspective of Samus and morphball Samus.
In "Flare Pool," in order to unlock the Turret clamps and put the cannon in maintenance mode, Samus goes into the morphball to start the turbines that decouple the clamps. It looked to me that the size (height) of the morphball was as tall as Duke and Armstrong--at least five (5) feet tall. Up to that moment, from *Prime 1 thru 3* and *Dread*, I always had the impression that the morphball was the size of a basketball...comparatively--that's what it looks like in *photo no. 2.*
In *photo 1,* the ice crawler is about the size of a large dog--it looked the size of a possum in the game.
In *photo 3,* the Mauraders are HUGE, when they looked like large hula hoops in the game.