[x] Try to do it the cool way, use the ice beam
-[x] if we get into trouble, start out by taking out half of them
--[x] preferably, all of them on one side, so we don't have to bother turning around for the rest
I did some thinking regarding how the situation could turn out in regards to the Federation, and I've compiled a list of what I think are the various possible outcomes we may be facing, sorted by colour from best- to worst-case.
The Heir Apparent was unable to infiltrate the Federation's Aurora Unit network and nothing needs to be done. The Heir Apparent was able to infiltrate the Federation's Aurora Unit network, but the Federation was able to deal with it on their own. The Heir Apparent has infected the Federation's Aurora Unit network and was directly responsible for the events of Other M by way of MB, but further risk of the infection spreading has been halted with MB's demise. The Heir Apparent has infected the Federation's Aurora Unit network and was directly responsible for the events of Other M by way of MB, however the infection continues to spread despite MB's death. The Heir Apparent has taken control of the Aurora Unit network away from the Federation, but the Federation itself is willing to cooperate if Samus says she has a means of fighting back. The Heir Apparent has taken control of the Aurora Unit network and the Federation is in full cooperation with it. To stop this will necessitate military intervention by means of re-arming the Chozo remnants found by Samus. The Heir Apparent has taken control of the Aurora Unit network and the Federation is in full cooperation with it. Samus has found no Chozo remnants, and must re-arm former enemies of the Federation - including former Space Pirates - in order to draft a large enough force to make the necessary military intervention a success. The Heir Apparent has taken complete control of all Federation networks and has sent a fleet of warships to glass the planet as we speak.
I know we don't talk about Other M because it's a huge stain on the name of the Metroid franchise, but the the reason that I specifically name-dropped MB in my post is because Other M sets a precedent for this, of a sort. The Federation has made a replica of Mother Brain's AI once before.
Mother Brain is smart, easily one of the most intelligent lifeforms in the galaxy up until the point of her demise, and with all of her knowledge at the Heir's "fingertips" it should be a no-brainer for it to twist its words in such a way that Federation command would willingly throw themselves at its "feet" without ever realizing what they had done or just how much control they had given it over their systems.
I'm not saying that that's what happened. In fact, the three worst-case scenarios are also the least likely. But we're dealing with an intelligence created by Mother Brain herself and designed to surpass her in every possible way. We shouldn't leave anything off the table when considering it.
Mother Brain is smart, easily one of the most intelligent lifeforms in the galaxy up until the point of her demise, and with all of her knowledge at the Heir's "fingertips" it should be a no-brainer for it to twist its words in such a way that Federation command would willingly throw themselves at its "feet" without ever realizing what they had done or just how much control they had given it over their systems.
The Heir Apparent only has some of Mother's memories.
[X] Super Missiles are more expensive than defensive energy right now.
[X] Tell the Patrician to contact the Federation in the event of your death and warn them of the infomorph, telling them that it was created by Mother Brain and will attempt to enslave or kill anyone implicated in her death.
Myself among them. The control scheme alone should have gotten somebody shot. Combat either requires switching to first person to missile awkwardly, or invokes the worst part of Assassin's Creed style Dodge And CounterMurder Is Your Only Option.
Setting up "self-recharge" and then balancing around that was a mistake, because the only time you need that recharge is when you're in impending doom--which is the time you're least likely to be able to catch a breather.
EDIT: Not only did they balance your capacity around it, they balanced save rooms around it and refused the "instant, burns up on reloading" save option used on something like Majora's Mask--ON A WII GAME THAT COULD HAVE HAD AN INSTANT SAVE. So it makes you have to play for a while between saves.
"Find The Thing" scenes seemed out of place and had no real cues to what you were even looking for either.
Metroid tends to be good at about two major kinds of bosses: puzzle and slugfest.
Puzzle: Flaahgra. Set the light off it and then find its weak point while avoiding getting killed. Consistent with most other Metroid gameplay--figure out how to move forward without getting killed, generally by blowing stuff up.
Slugfest: Most incarnations of Ridley. Dark Samus. Phazon Elite.
Neither of these is conducive to the self-recharge thing. If you can figure out the timing for how to kill the thing, killing the thing is the best call. If you don't have that time, standing still and leaving yourself open is an idiot's play.
You could write a Master's Thesis on everything wrong with Other M's story, but the game design and control scheme can be panned in the space of one page..
You could write a Master's Thesis on everything wrong with Other M's story, but the game design and control scheme can be panned in the space of one page.
You get off to a clumsy start; after power bombing the floor open, you need to put yourself at a risky angle in order to freeze the first namihe, and it manages to hit you before you do so (ENERGY 847/1,200, POWER BOMBS 22/30). From there, though, you can easily freeze the next one up before ascending, while keeping the first one frozen with periodic shots.
Just as you're rising out of the shaft to put the two upper namihes in your sites though, a swarm of greater holtzes come screaming over the upper lip and shoot downward at you, flames trailing and blades twitching. You fire missiles widely up at them (rolled 70, 11, 76), but its not enough to stop them all before reaching you. You retreat into the pipe below before the namihes can unfreeze and use a power bomb to clear them out before having to start over again with the namihes, though fortunately you get some resources back from the holtzes (ENERGY 853/1,200, MISSILES 159/250, POWER BOMBS 24/30). (91, 88) It doesn't go any better this time, and you resort to super missiles on half of them. (ENERGY 833/1,200, MISSILES 160/250, SUPER MISSILES 19/30)
You clear the shaft, and immediately plasma beams start streaking toward you. You avoid most of them (46, 98) while clearing the shaft and getting your bearings on this new threat. (ENERGY 818/1,200)
A set of massive pistons rise and fall in turn from a shallow sea of fireblood. In the upper left corner of the massive room, a gadora guards a small hatch, and you'll be in its firing cone as soon as the nearest piston sinks again. Two orprans hang by their claws from the ceiling near the gadora, outside of your DEV range from the shaft, firing their plasma guns at you. Two others have begun advancing; one leaping from piston to piston, another rolling across the ceiling and most likely charging a power bomb as it does so.
[x] Start shooting. Our order or priority looks like this- Power Bomb Orpran, piston-hopping Orpran, Gadora, stationary Orpran #1, stationary Orpran #2. Use any means and as much firepower as necessary, and keep moving- Hop to the next platform when the platform in front of it is in its rise cycle so that we stay out of the Gadora's cone of fire, and keep advancing using this method until all enemies have been defeated.
The mobile enemies are currently the most aggressive so they need to be our priority, but after they're defeated we need to take out the Gadora immediately afterward, otherwise the fight will be dictated by where we can move relative to its cone of fire. We're going to have to stay mobile in this fight no matter what, but if we take out the Gadora as soon as we're able, we'll be the ones dictating where we can move and not it.
At critically low levels of energy (and I think missiles) you can point the wiimote skyward and then hold A. Bear in mind pressing A first will put you in morph ball mode.
It takes several seconds, during which you cannot move or shoot.
You must already be on your last energy tank, and low on that.
If you move, shoot , or take damage, you must start again.
This also works for missiles, but again good luck in any high danger situation.
I would've thought we would have destroyed the Left ones, not the right ones... For multiple reasons.
Are the Pistons able to damage anything? (how high/low do they move?)
[x] if possible, start by knocking a few of the Orphans into the Radioactive waste.
Even if it doesn't damage them, the Pistons will then be obstacles for them, perhaps even potentially being hazards - depending on their range of motion and speed they move at.
The mobile enemies are currently the most aggressive so they need to be our priority, but after they're defeated we need to take out the Gadora immediately afterward, otherwise the fight will be dictated by where we can move relative to its cone of fire. We're going to have to stay mobile in this fight no matter what, but if we take out the Gadora as soon as we're able, we'll be the ones dictating where we can move and not it.
[x] if possible, start by knocking a few of the Orphans into the Radioactive waste.
Even if it doesn't damage them, the Pistons will then be obstacles for them, perhaps even potentially being hazards - depending on their range of motion and speed they move at.
I like this too.
[X] Start shooting. Our order or priority looks like this- Power Bomb Orpran, piston-hopping Orpran, Gadora, stationary Orpran #1, stationary Orpran #2. Use any means and as much firepower as necessary, and keep moving- Hop to the next platform when the platform in front of it is in its rise cycle so that we stay out of the Gadora's cone of fire, and keep advancing using this method until all enemies have been defeated.
-[X] Lead with Super Missiles in order to maximize knockback.
-[X] Don't bother with regular beams unless we're down to 100 missiles or less - we do need to save something for the Heir Apparent's brain, after all.
[X] Start shooting. Our order or priority looks like this- Power Bomb Orpran, piston-hopping Orpran, Gadora, stationary Orpran #1, stationary Orpran #2. Use any means and as much firepower as necessary, and keep moving- Hop to the next platform when the platform in front of it is in its rise cycle so that we stay out of the Gadora's cone of fire, and keep advancing using this method until all enemies have been defeated.
...
(rolled 24, 22, 27, 17, 38, 20, 66)
Your timing is perfect; a super missile explodes against the approaching sphere, knocking it off the ceiling faster than it can unmorph and try to grab on with its claws. The orpran tumbles into the fireblood, thrashing and letting out a half-animalistic and half-mechanical screech as it disappears into the luminous green lake with a thick splash. You move as the super missile shoots out, rolling forward and avoiding all of the many projectiles headed your way from the far corner, then straighten up just in time to plant another super missile in the second orpran as it leaps toward you from the nearest piston as it lowers itself back from the ceiling. You knock it back as well, but not before it manages to knick you with one of its claws. (ENERGY 798/1,200, SUPER MISSILES 17/30)
Another piston slams into the ceiling with an almighty crash, and then lowers again to give the ranged attackers back their line of sight while you contend with the one that's gotten close.
(69, 65, 95, 56, 46, 75)
Its tricky, but you manage to twist, leap, and hover around all the projectiles - prioritizing the massive plasma bolt from the gadora - save a trio of rapid-fire shots from one of the orprans that was clever enough to lead its volley in front of your trajectory as you dodged the former. You try to come down in a screw attack on the close orpran, but it dodges and very nearly claws you before you leap back as well. Its surprise plasma volley hits you once as you do so. (ENERGY 778/1,200)
(48, 36, 43, 66, 55, 47, 60, 44, 52)
You rebound quickly, and this time your screw attack tears into the orpran, shearing armor and letting fluids as you sail passed it and land several meters behind before it can catch you in its energized claws. A moment later, you hear a splash behind you - nearly masked by the crash of the pistons - and throw yourself to the side once again as a half-melted orpran launches itself up out of the fireblood and lands - claws first - in the spot where you were a second ago.
The pistons descend again, and you take to the air, struggling to avoid the hail of plasma fire and somehow succeeding, landing on the next piston closer. Two missiles scream from your muzzle at the pair of badly damaged orprans as they leap up at your new perch. One of them hits, the wreck landing beside you, and the nearly melted orpran is forced to leap back off of your piston and climb away across the wall to get out of the way of its screw-attacked partner's self destruct explosion while you simply fly over it. (MISSILES 157/250)
(4, 16, 58, 28, 11, 10)
Your next missile flies true, however, catching the retreating monster on the wall and knocking it into the fireblood for a second time, where an explosion marks its passing. This time, you're ready for it when the pistons fall, and not a single beam hits you. Your window of opportunity to hit the gadora back while its eye is open from this range is too small, but you make up for this by planting a pair of super missiles right back where some of the beams came from. One of the dangling orprans plumets, and there's a third power bomb explosion a moment after it sinks into the fireblood (SUPER MISSILES 15/30).
The final orpran leaps down and grabs onto the side of the closest piston to itself, climbing around it like a spider and then throwing itself onto the next to approach you from cover.
(87, 72, 76, 36)
You have a minute to try and concentrate on the gadora now, while the final orpran makes it way over. Unfortunately, your opening volley of missiles are just a half-second off, hitting its carapace while its eye is closed, while its own next shot hits you squarely despite your aerial evasion. The next exchange goes only slightly better; once again it avoids damage, though at least you manage to do the same yourself before the piston in front of yours rises and blocks the view again. You decide to back off the next piston back when your own rises toward the ceiling, so as to avoid putting your back to either enemy.
(ENERGY 766/1,200, MISSILES 151/250)
The last orpran makes its way to your new piston, surprising you by rolling over the lip rather than leaping as its fellows had. You know to expect the power bomb blast, of course.
(2, 85, 59, 47, 43, 13, 36, 37, 35)
You fly out of the way of the detonation, though you mistime its aftershock and waste two super missiles that it knocks off course. What follows is a brief, intense exchange of melee attacks and blaring red plasma, ending with you flying away from a final self-destruct explosion miraculously unscathed. (SUPER MISSILES 13/30)
(61, 90, 51)
After collecting whatever supplies you can from the two available wrecks, you make your way closer to the gadora. Once its hit you again, knocking you into the fireblood, you get tired of this and roll up the wall to detonate a power bomb just outside of its cone of fire a foot to its right when it opens to look for you again. (ENERGY 749/1,200, MISSILES 150/250, POWER BOMBS 23/30)
You cling to the wall for a moment to catch your breath, curled up in the morph ball cockpit. Then, you bomb the little hatch open and proceed through. After a short stretch of pipe, you come to another, similar hatch.
A columns of alcoves stretch from the ceiling just ahead of you, nearly to the floor far below. In each of them, a soft, slimy-looking biped is being grown or secreted around a metallic scaffolding. Only the one in the second alcove down has a complete orpran exoskeleton, albeit missing the distinctive purple hue of the gravity suit layer to come. This one tears itself free and prepares to leap at you, while from below a massive, cubicle tank slides its upper panels open and a pair of freshly minted autoad gatecrashers leap forth.