AM2R Fusion mode run 1



Fusion mode caught me off guard. I wasn't expecting the alternate palette on the various Metroids (Though honestly the Alpha and Queen are the main cases where it actually stands out), I wasn't expecting the game to put in the effort of making organic enemies release X while robotic enemies do not, and while the readme alluded to Fusion mode being 'twice as hard' as Hard I was still caught off guard by how much of a spike in danger level it actually is.

I am a little annoyed at how the X are handled, though. They take a long time to actually become grabbable, which makes it extremely tedious to use enemies to recover energy and ammo, so much so that I mostly didn't bother since Save Stations are full refills anyway. It's also a little weird to me that the game has enemies not turn into X if you're full on resources. And as I commented in the previous AM2R post, I'm pretty sure the X coding is what's causing the lag.

I was also a bit surprised to realize that the Metroids aren't actually any tougher to kill in Fusion Mode. In fact, in general things only really seem to hit harder, not take any more damage to take down themselves. That's not a bad thing necessarily, but it's a surprising thing, and it does mean that Fusion random runs will be a bit less interesting than I was expecting: a notable aspect of what's interesting about random runs is making the judgment call as to whether I've got enough resources to take on a given boss, or a particularly challenging map section, or whatever, but the main thing Fusion difficulty does is demand you be less careless about taking hits, and even then only if you're not expecting to run into a Save Station in short order.

I hope Fusion Mode gets ironed out a bit in future releases, as currently it's a bit flawed, but I do like the basics of it. The Metroid Queen in particular looks amazing.

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