Framed pictures on desks and walls are horrifically pixelated and what's supposed to be a breaking news story on a television is a JPEG image of a news caster whose mouth has been cropped at the lips and moves up and down like a ventriloquist dummy, out of sync with the dialogue. Background vehicles, especially in the helicopter sequence with Ada, look like empty box-shaped husks of what were supposed to be abandoned cars. Other survivors look like they came straight out of an early Gamecube game and it's really easy to tell which ones will come back as zombies and which won't the ones that don't revive have absolutely no wounds anywhere on their bodies. Resident Evil 6 seemingly only bothered to make things the player would directly look at for more than ten seconds look decent. If the character doesn't even get a first or last name, they're dead. If their character models look like they're last gen or worse in quality, they're dead. On a similar note, it's easy to tell who lives for any significant length of time and who doesn't. This guy has no reason to exist other than to try and create tension and die in the elevator. The guy you find says "It's locked, but I work here" for every single door Leon and Helene encounter which they can't open before he opens it, and he doesn't open it until a bunch of predetermined pathing and dialogue take place. You can't run, pause the game, or access the item menu initially. The beginning of his campaign is also excessively on rails. Leon's campaign has a couple places with decent atmosphere like the subway tunnels and (sometimes) in the streets early on, but it's repeatedly undermined in various ways throughout the game, namely by music choice or the horrible dialogue. It's a nice incentive to not just drop the game after getting through it once. I'm a sucker for lore stuff like this so I'm anxious to find out for myself what all of them are. Tied to item completion, it shows images of the Chozo civilization before it completely fell to shit, which are divided into four parts, each unlocking separately based on your progress. There's another reason I'm doing this, which is the Chozo Memories gallery, somewhat similar to what Prime offered but in a different format. I, for one, welcome this as a way to take the tedium out of backtracking for completion's sake. This is made less of a chore by the teleportation stations scattered around the map, which can send Samus from one end of an area to another or to another area entirely. I've completed the game once (in about 10 hours) and am going back to 100% the game, since each area has several sections with items you can't reach without power ups from the later stages. The Queen Metroid and the Diggernaut in particular have a heavy emphasis on execution.
That's only half of it, however, as most fights in this game require equal parts strategy and proper execution of said strategy. Not excusing it, just saying it's a common thread.īoss encounters are challenging at first, but still generally simple to figure out what to do to beat them. That said, it didn't bother me in the slightest as Metroid II had the same issue. I'm talking about common enemies, not the various Metroid mutations you hunt throughout the game. This marathon's donations go to "Médecins Sans Frontières - Doctors without Borders", an international humanitarian NGO best known for its projects in war-torn regions and developing countries affected by endemic diseases.Me, shortly after hearing the Brinstar "Red Soil Wetland" music.Įnemy variety is a little lacking in some parts, with a couple particular ones getting palette-swapped and given slightly different abilities. This is the summer event called "SummerGamesDoneQuick (SGDQ)". The event is streamed live online, non-stop, and all donations go directly to the charity. Volunteers play games at incredible speed ("Speedrunning") for entertianment. Description: Games Done Quick is a bi-annual charity gaming marathon.