SUPER METROID - The Perennial Masterpiece | GEEK CRITIQUE
Video Statistics and Information
Channel: The Geek Critique
Views: 849,773
Rating: 4.8818898 out of 5
Keywords: The Geek Critique, TGC, Geek Critique, Josh Wallen, metroid, nintendo, super metroid, samus aran, samus, snes, super nintendo, super nes, 1994, perennial, masterpiece, gunpei yokoi, metroid review, super metroid analysis, analysis, game critique
Id: oTGIGpA9z3U
Channel Id: undefined
Length: 33min 11sec (1991 seconds)
Published: Sat Dec 10 2016
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
I still remember when my best friends mum bought him this game. We were both from pretty financially stringent families, and we'd usually only get games every christmas or birthday, so it was a big deal.
Every day I would go over his house, or he would bring the game to mine, and we'd spend the night playing the game. We'd take turns playing it. Scanning every block of every screen for every secret. Trying to walljump and speedjump to areas we weren't supposed to get to.
It was easily one of the best gaming experiences I've ever had, and remains one of my favourite games to this day. I still play through it every year or so.
One of the most influential games that I just never played. This makes me want to make time to play it even more.
I had no idea at all that you could spend your ammo to heal yourself until just now. Learn something new every day, I guess!
Anyway, there are a few points where he mentions the original Metroid and shows clips of it, but it's not actually the original Metroid that we're seeing and it looks all fancy. It happens at 24:45, for example... Anybody know what that is from?
Oh hey, some publicity for Geek Critique.
Good to see some love for the channel. Been subbed for a while.
Man, did I love this game, though, years after it originally released. And Metroid: Fusion, oh man. I remember mom having to work later shifts early on in high school, so right after the final bell would ring, I'd walk from school about a mile or so to the GameStop and wait for her. They'd just gotten the Gameboy Advance, and I'd stand there for an hour or so every day playing that until I finally beat it. Credit to the employees there, they never said a thing and just let me go on doing what I was doing. Heh, going on 15 years since and that's really putting a smile on my face thinking about it. May have to get that ROM again soon.
Well crap, i didn't look at the length before hitting play and didn't notice how long i have been sitting there watching until my screensaver kicked in...
Anyways, i find myself wondering if the 16-bit era was the perfect blend of hardware and software.
The hardware being just powerful enough for the developers not to be hogtied by limitations like sprite count (notice the ever-present flicker on NES games when they go over that line) yet didn't allow them to go hog wild with graphics like the 3D hardware to come would do.
Ever since the first 3D accelerators started showing up alongside Quake and Unreal, it feels like code and gameplay has taken a back seat to graphics and "cinematics".
I played this game for the first time 5 years ago and fell in love with it. The freedom given to the player was like no other side scroller I'd played before. The way it convinces you there's only one way to achieve your goals the first time you play it, but then on consecutive play throughs you tear down the walls and realize you can play how you want