Wednesday, September 27, 2017

You'll want to grab your own SAK after I show you all of mine

I have been a knife collector since I was 9 (more on that later). There are a few brands that I am particularly fond of, like CRKT, Benchmade, Spyderco, and Kershaw. All of these manufacturers make mostly locking folders or fixed blades designed as dedicated cutting devices. But those are boring. Why just have a blade when you can have all sorts of tools? Amazingly, it took humanity thousands of years to ask this question, but when they finally did, the Swiss Army Knife (SAK) was born. I have a bunch of these suckers, and I feel like showing them to you. While we're on this journey, I'll try to convince you why you should get one, too.



Here's a list of people who should strongly consider acquiring a SAK:

  • Outdoors-y types
  • Handymen/Handywomen
  • Mechanics
  • College Students
  • MacGyver
  • Men
  • Women
  • Children responsible enough to handle sharp things
  • Human beings
If you fall anywhere on that list, pay close attention to the varied styles of SAKs that I'm about to show you, and consider what SAK may be right for you. With the exception of a few bonus cheap-o knives at the end, all of the following are Victorinox brand knives. There were traditionally two authentic SAK manufacturers: Victorinox and Wenger. Recently, Victorinox purchased Wenger and their designs, so they are the sole manufacturer of authentic, Swiss-made SAKs.

Recruit  


Fun trivia fact, this was my very first knife...ever. My dad gave it to me as a gift when we went on a camping trip when I was 9 years old. As soon as we arrived, I started whittling a stick with it and sliced my finger somethin awful. Intangibles like these can give priceless worth to a $15 piece of plastic and steel. 

Anyway, this knife is one of the most basic SAKs you can get, what with the standard red scales and minimal amount of essential tools. It has two different sized blades, a can opener with a small flat head screwdriver, a bottle opener with a large flat head screwdriver, and the classic tweezers and toothpick that fit into the handle. This model is incredibly popular and can be found almost anywhere. It's also ridiculously affordable, usually retailing for less than 15 bucks. 

Cadet


The Cadet is basically a slightly upgraded Recruit. It replaces the traditional plastic scales with Alox, which I believe is an aluminum alloy. It adds strength to the tool and makes it more slim and carry friendly, at the expense of the tweezers and toothpick. It also substitutes the small blade for a nail file, which I think is a positive change. The file is one of the many SAK tools that you wouldn't think you would need until you have it. The file also has a non-sharpened point that it dubs a nail cleaner. It certainly accels at this task, along with many others. The cool thing about SAKs is that their usefulness is only limited by its user's creativity. This is my second Cadet. I lost my first one (it was silver), but I purchased this one to replace it. I eventually found the old one, and gave it to my brother. A standard production (aka not special limited edition) Cadet will run you about $30 or so.

EvoGrip 16


After purchasing several SAKs, one day I finally stopped and took inventory in my brain regarding which tools would be in my ideal SAK. I came up with the following: knife, scissors, can opener, bottle opener, nail file, phillips screwdriver, tweezers, and toothpick. The Victorinox model that is the closest to this ideal is called the Super Tinker. It has all of these, except a small blade instead of the nail file, and it adds a reamer and hook. But since Victorinox purchased Wenger, it's actually an old Wenger design that most closely aligns with my ideal. 

Wenger had a line of ergonomically contoured SAKs called the Evolution series. Then they one-upped the game by adding embedded rubber inlays for extra grip, aptly named the EvoGrip. When Victorinox absorbed Wenger, they wisely continued producing these unique SAKs, but not before replacing Wenger's bottle opener with their own superior design. The result is the above knife. It has everything on my wish list and only one thing that's not (the reamer). Living up to my hopes for it, it's probably the single most carried knife I own. I paid $30 for this guy. 

Rally


Some of the most prevalent SAKs are the smaller "keychain" models, such as the ubiquitous Classic SD (I'll show you one later). I originally bought this one as a compliment to the Climber (I have since ruined my original Climber, thus it didn't make this list), which I was EDC-ing. This model has a tiny lil blade, along with the tweezers and toothpick. But I bought it for its magnetic phillips screwdriver and nail file, conspicuously missing from the Climber. The Rally is so tiny and weightless that it's no big deal carrying it alongside the bigger SAK. Recently, I've carried it solo in the clinic where knives are forbidden. The minuscule, non-locking blade can't be called a weapon even with the most drastic stretch of the imagination. For this reason, these small SAKs are almost globally legal, even in knife-phobic Europe. I bought my Rally for $15 since it's a less common model, but the Classic SD model is available at most retail stores for 11 bucks.

Limited Edition SAKs

In addition to incredibly useful standard production models sampled above, Victorinox does a great job of consistently producing interesting limited production designs. Obviously these are typically meant to be collected more than used, and I wouldn't necessarily recommend them as a first SAK. But I have a few now, and who else am I going to show them off too?

Gadsden Flag Tinker


Do you have Metallica playing in your head now? If not, why are we friends? Kidding. This one is a Recruit with reamer and phillips screwdriver, and is based on the flag of the original Continental Marines. I think it looks really cool, and represents a timeless image of American history.

Light as a Feather Classic SD 


Every year, Victorinox releases several fan-designed limited-edition versions of the Classic SD model that I mentioned earlier. While many of these are a little too loud for my taste, I really dug this year's Light as a Feather design. The Classic SD has a tiny blade, scissors, nail file, tweezers, and toothpick. This is basically my new clinic knife. My wife also has a Classic SD that she keeps in her purse. It's pink.

Ranger Topo Map

This knife is a bit of a big boy, with 2 blades, 4 different-sized flat head screwdrivers, can and bottle openers, scissors, wood and metal saw, nail file, hook, corkscrew, and reamer. A little big for everyday use, but I may use it for camping someday. I bought it because I couldn't resist the awesome map pattern. 

Climber Gold


I like to think I've saved the coolest for last. This was a recent limited edition inspired by the recent Olympic games in Rio. It is coated in 24 carat gold, which is classy af. It comes with a certificate of authenticity regarding the gold and the 20,000 produced (admittedly, a large number for a limited run). I'll carry it when I need to be extra classy, but I definitely won't use it very hard.

Bonus Round: Fun Cheapo Generics

There are tons of "made in China" SAKs. They are often used as advertising platforms or souvenirs. They're fun to pick up and usually inexpensive, but I rarely carry them due to their poor production quality. The wooden one was a gift from my grandma, and the small white one has some cool etching based on the ethically questionable art form of scrimshaw


In Conclusion

If I could recommend any style of knife to a first-time knife owner, it would be a Swiss Army Knife, for the following reasons. Since most models have small non-locking blades, they are typically culturally viewed as tools as opposed to weapons and are less frequently banned or frowned upon. Please don't try to take them on a plane or government buildings though. In addition, the crazy amount of tools that can be present allow for way more versatility than a single blade. Finally, Victorinox SAKs are incredible values. The most loaded models can get a little pricey, but most models are less than $50, and many are $30 or less. A lot of people give me crap for spending $60-$100 on a knife, but Victorinox keeps things reasonable for knife newbies. 

GIPL V

Normally when one of my more highly-anticipated games releases, I try to finish games that I've started before the release. Well, considering this has been a busy summer full of traveling as far west as Las Vegas and as far east as Philadelphia, I just haven't had the time to finish games like I normally do. That being said, I think I've finished enough to do a few micro reviews.

Insanely Twisted Shadow Planet (PC)

A refreshing if brief Metroidvania, ITSP allows the player to pilot a UFO through a planet that may or not be alive a growing. The movement in this game is incredibly interesting, as the UFO can fly freely. This opens up the game to more interesting spacial puzzles than most Metroidvania games present, and the abilities likewise were novel and well-utilized. I was a bit disappointed by the game's length, as I was able to beat it in only two sittings. Either way, this is a must-play if you enjoy exploration platformers.
My GIPL Rating: A+

Specter of Torment (3DS)

As a complete package, there may be no better game released in the 2010s than Shovel Knight. The original was a bona-fide masterpiece. Plague of Shadows provided some extra bang for the buck, told a heartwarming story, and challenged the player to think of old levels in new ways. Specter of Torment, however, elevates Shovel Knight to a new level. The mechanics were intuitive to learn but tricky to master, but movement in a game has rarely felt so fun. Many levels were re-worked, offering some refreshing changes. I didn't care much for the remixed music, but this is probably only because I'm so infatuated with the original soundtrack. The story was excellent, and it's amazing how much depth has been added to the universe with this installment alone. You've probably played this already, but if not...what are you waiting for?
My GIPL Rating: S

Castlevania: Order of Ecclisea (DS)

My quest through the -vania contributors of the Metroidvania subgenre brings me to Order of Ecclisea. I always appreciate not playing as a Belmont, and Shanoa is a fun protagonist to use, both in terms of design and abilities. Fiddling with combinations of powers was a blast, and there was a ton of variety to the combat. That being said, this game was balls hard on the normal difficulty. Shanoa takes Fusion-esque damage from hits, which was a bit unforgiving at times. I'm all for a challenge, but I think this could probably be scaled back a bit for a standard difficulty. The smaller intro levels were a welcome addition before the giant castle was introduced and traversed. While the game didn't quite stand up to the Sorrow games, I still enjoyed it quite a bit.
My GIPL Rating: A-

Lovers in a Dangerous Spacetime (PC)

Mickey and I hang out every few months, and we try to play (and usually complete) a new co-op game during these get-togethers. I stumbled upon this game a while back, and I have to say it was one of the most fun co-ops I've ever played. Two characters platform through the undermanned ship to operate 4 upgradable turrets, pilot the ship itself, change the direction of the shield, and fire a powerful Yamato cannon. The players must navigate a series of open-ended levels to collect scattered pieces of love, man. This main mode was great, but a few alternate modes, including a shoot-em-up, were thrown in for variety. Again, this game was short, but it felt like every moment was maximally enjoyable. Next time you and a buddy need a trust exercise, go straight to this game.
My GIPL Rating: A+

Shantae and the Pirate's Curse (PC)

So I was pretty hard on this game's predecessor, Risky's Revenge, and I stand by my assessment of that critically-acclaimed game. I was pleased, however, by how much Pirate's Curse vastly improved over RR. The game keeps its wonderful pixel art, colorful and unique world, and bomb soundtrack. It adds a much-needed Metroid-style map, and key items throughout the game are found in mandatory locations, not randomly stashed away in unsuspecting caves like the previous game. These major improvements make the game much easier to play, and the challenge and length of the game are about perfect. If I had one thing bad to say about Pirate's Curse, it's that this game is a bit too thirsty for my taste. Doesn't really fit with the innocent and cartoony asthetic of the game, IMO. 
My GIPL Rating: A-

Pokemon Gold (3DS Virtual Console)

Okay so I haven't finished this one yet, but I've beaten this game so many times I'm gonna list it anyway. I don't know why, but it seems like this game has aged significantly better than Red and Blue. Maybe it's the improved sprites, added mechanics, or full-color world, but I've felt compelled to keep playing this one, whereas I stopped playing Virtual Console Red after about 4 badges. Either way, this game has been a great half-hour-a-day adventure for me.
My GIPL Rating: E for Espeon, the best eeveelution

Metroid: Samus Returns (3DS)

I already spent quite a lot of time talking about this game, so let's just leave it there. Read below if you haven't yet. I would like to be clear about one thing: it felt so good to be playing a new official Metroid again. In spite of missing the thematic marks a bit and taking a chance with new controls that, personally, weren't as good as previous 2D games, this was still an incredibly fun and big Metroid experience. I hope tons of people buy and play it, and we can get more games like this in the near future. 
My GIPL Rating: A

F-Zero GX (GC)

*dusts off shoulders* Yeah, I beat this one. It took a lot of patience and a few different sittings, but I eventually powered through the 9 infamous story missions of this racing masterpiece. This experience felt equivalent to finishing Super Meat Boy. It made me think: I'm not the most skilled gamer in the world, but games that require incredible resilience, games that require you to try and fail over and over again to build up perfect muscle memory...I'm pretty good at those games if I put my mind to it. Now that we have a new Metroid game, I'm gonna hop on the "give us a new F-Zero, Nintendo!" train. As a side note, Animal Crossing fans are now the biggest whiners about a new release, but I feel like they've had it pretty good with New Leaf and how much support that game has gotten in the memorable past. Quit whining you bums, it's been 14 years since the last F-Zero game, and those are way better than Animal Crossing (shots fired).
My GIPL Rating: gkdjgflagsdlfg


That's it for now. Unfortunately, no bad games for me to rip apart this time around. I'll try to play some bad ones next time. Hit me up on the Twitter! And hey, let's all remember to be nice to each other out there.   

You put your hands in the air
And then stick out your rear end
And then you wiggle it real hard
And you hug your closest friend...

...Now slap a camel because this could be your only chance
This is the cool patrol dance!

-NSP


Saturday, September 23, 2017

Samus has Indeed Returned

As William Shakesman once said:

"Brevity is the soul of wit."

Luckily I never claimed to have wit. Ladies and gentlemen, Samus has returned, and I have as many opinions about this game as there have been years since the last good Metroid game. I'll try to be brief, but we both know better, don't we. But this will be pure thoughts. No headings, no pictures, just me translating my thoughts into kinetic motion that is recorded by an electronic device and translates that motion into digital information that is interpreted by your browser as my original thoughts. Pretty weird, when you think about it. Full spoilers, turn back now!

Truthfully, there is a lot to love about Samus Returns. First and foremost, the game looked amazing, probably better than any 3DS title I've played. It was blissful to watch a fully-animated Samus in a 2D game. At one point I stopped and noticed that Samus could twist at the hip and shoot behind her, or point her cannon straight down to Wave Beam an unsuspecting creature below the floor. These are natural postures that we've never seen the huntress make, and it was beyond cool to see a more naturally-moving Samus. The environments looked great, and the 3D effects were utilized brilliantly. The Metroid designs were wonderful and the Omega Metroids looked particularly ferocious. We all knew having the map on the bottom screen simultaneously with gameplay would be wonderful, and so it was. The pins were a nice touch as well.

Speaking of the map, I appreciated how big this game was; easily the biggest 2D Metroid to date. People have harped on M2's more linear design, but it's hard to complain in Samus Returns when each Area is the size of Super Metroid's Norfair. Items were well-hidden without ever feeling impossible, and I am absolutely planning to travel back to get 100%. But not right now. My wrist hurts too much. It's 1:43 am right now and I've been playing this game since 11:00 am yesterday, with a few breaks in between. This is what happens when I get a day off. 

The new abilities were hit-or-miss. I thought the new Aeion abilities were pretty good, and a welcome change. Some people are complaining about the scan ability that let's you see trick blocks, but it didn't bother me. If you really feel that bombing every tile is a more noble form of "exploring" than using limited, pooled energy to take a brief look at your surroundings, then simply ignore it. I can't say I used it too much. I really liked the rapid fire ability. Samus should have had this kind of firepower decades ago.

Let's talk about the melee counter. First of all, I do kind of like the idea of a Samus that punches fools in the face (more on that in a minute). It makes since that such a well-armed bounty hunter would have close-combat capabilities. My problem is how necessary the melee counter was to combat, especially in the early game. You could try to chop away at enemies from a distance, but there are two major reasons why this doesn't work. First, the firepower isn't there. It takes too long to kill enemies this way, and most of them will come up to you before you kill them at a distance, and you'll just use the counter anyway. Second, while 360-degree aiming is nice, it comes at the expense of being able to move and aim at the same time. This is a major bummer for me. 2D Metroid games are all about movement. While you're frying an enemy with your cannon, you can close the gap on him, keep progressing through the room, or tactically retreat. If your're aiming in SR, you're standing still. Didn't really care for it. I'll take 8-directional shooting with full movement any day of the week. Ain't never had a problem putting energy beams exactly where I want them to go.

As you have probably noticed, the title "Samus Returns" carries some meta-subtext. Not only is it a rewording of the game it's based on (Return of Samus, if that wasn't clear), but it signifies the protagonist's return from a long hiatus. Las time we saw Samus, she was in a slim, more feminized power suit, that she inexplicably powered down during every cut scene; cut scenes where imbecile men told her what to do and she obeyed their ever word. In between these moments, she rambled on and on about her feelings for an alien life form that she had no problem condemning to a life as a scientific test subject just a few months prior. Needless to say, this was not a popular interpretation of perhaps the greatest icon of empowered women in gaming. Fear not, though, dear reader, for not only has Samus RETURNED, but SAMUS has returned. This is the Samus that I have unapologetically admired since I learned of her existence. The first time the player sees her on the title screen, she's sitting at the pilot's chair of her gunship like a monkeyflippin Bond villain. The first and only look you get at the face under the visor is one of pure fury. As the great Starbomb noted, "when she wasn't totally pissed she was extremely annoyed." There's more bulk to her suit, and an "angry brow" to her visor. She punches enemies in the face, then fires lasers right up their rectum (honest!). 

The game peaks with a fight against an original boss, one who recurs throughout the adventure. The giant mechanical golem is a fierce opponent, but one of the all-time great Samus moments puts an exclamation point on its defeat. As Samus turns her back to the machine and and calmly struts toward her power bomb upgrade, the boss makes a last ditch effort to kill Samus. Without taking her eyes off of the Chozo orb, Samus readies a charge beam and blasts the giant right in the face. This evoked a series of "ooooooooh"'s from this fanboy, but they were muted because it was late and my roommate was sleeping.

Unfortunately, the game only went downhill from here.

Instead of meticulously detailing all my hyper-fan nitpicking, I will summarize my major problems with this game in one simple concept: Tone. As I discussed in my AM2R "review", Metroid 2 has the most unique tone in all of the Metroid games. I argue that it's the bleakest, loneliest, and most melancholy of the series. There's very little since of bombastic adventure or clear-cut good vs. evil that is present in Metroid or Super M. One of the biggest contributors to this feeling when I play the original M2 is the gray-scale graphics with a stark black background. Admittedly, a graphics change with more varied environments and additional color is almost as necessary as a map in order to responsibly make an updated version of the game. I reluctantly accept this to be true, and even noted this on my AM2R piece, but it is one area where M2 made the best of its limitations. 

So there's the concept, let's talk about specific examples. The entire adventure of Metroid 2 is an exercise in going farther and farther underground through a network of labyrinthine tunnels. As Samus gets farther and farther away from natural light, her gunship, and civilization, the sense of danger and dread builds. It feels like the tunnels of SR388 will stretch on endlessly, leading to even more dreadful terrors. I think this is what lets me accept the stark back background of M2. While adding some color and environments, AM2R is also consistent about keeping the dark aesthetic and tone. Samus Returns ditches this idea for random environments that don't end up making any sense. About a third of the way through the adventure, you find what looks to be a well-lit underground dam. You walk in a door a few screens over, and suddenly you're surrounded by lava and intense heat. What are we going for, there? This may sound nit picky, but the lack of attention to detail leads to a pretty derailing turn later in the game. 

My biggest grievance in the game comes in how the ending is handled, in both environmental subtleties and events. 

In the original M2, there were areas of ruin and hints of the lost Chozo civilization, but most of the Metroids did not hang out in these areas. They were found in their own lairs that were rich in natural flora. "Nests", if you will. You see, Metroids were an introduced species to SR388, artificially created by the Chozo. Unfortunaly, they destroyed over 80% of the ecosystem of SR388, which resulted in the barren rock experienced by the player. The Metroids have no interest in the lost technology of the Chozo. They wipe out most of the life on SR388 and take over the planet, conforming its landscape to their needs. 

This principle is highlighted in one of my favorite areas of the game: Area 7, AKA the Omega Nest. A dark, narrow, and overgrown area where 3 Omega Metroids reside. This is really the last big test before the final boss. After they are defeated, there is only 1 Metroid left on the counter. You move along to Area 8, which has a suspicious tranquility about it. There are no hazards, power ups, or enemies; only waterfalls along with energy and missile refills. Like I've mentioned before, I always interpreted this as a time of intended reflection, thinking about what you have done and what you're about to do to finish the job. As you work your way through this area, you come across a huge opening. You space jump up and up and up, and are finally shocked to find a massive glass laboratory that contrasts starkly with the natural Omega Nest you were just in. This, of course, is the lab the Chozo built when they originally created the Metroids. This should go without saying that this may be the most consequential location in the Metroid universe. It is very plausible that the last Metroid on your counter may be the original, sentinel creature of the species. As you go through the first entrance. You find a Chozo Statue holding the ice beam, almost as if the Chozo knew you might need it someday. It is implied the Metroids know this as well, as the statue has been partially destroyed and the ice beam is casually off to the side. As you make your way further inside the abandoned and wrecked lab....SURPRISE! The Metroid counter goes up to 9, accompanied by the game's characteristic creepy music swelling. You then fight several of the classic, larval Metroids, that presumably have hatched since Samus arrived on the planet. After they are defeated, the music changes to a frantic, alarm like tone and you can hear the Gameboy's best effort at a distant roar. You drop through a gap in the floor, the screen fades to black, and when it fades back in...(hit play now).
The Gameboy's tiny speaker tries to make you hear what was absolutely intended to sound exactly like what you're listening to, and a giant Metroid Queen roars in your face. In one of the most underrated boss fights of the entire series, Samus defeats the Queen. She then finds a lone egg, which hatches and imprints on Samus. She spares it, and the two begin a peaceful quest back to the surface of the planet. No enemies stand in their way, and the two get in the gunship and leave the planet, and the credits roll. 

This ending is a stark juxtaposition against most other Metroid games. The original Metroid blew players' minds by rewarding their defeat of a grueling final boss by an intensely unexpected escape sequence, and almost every Metroid game since has tried to replicate that. While it's totally fine to keep that tradition alive, I really appreciate M2 doing what I believe was a very intentional opposite. As I mentioned earlier, there was a very real sense of dread and isolation, more so than any other game in the series, throughout Metroid 2, but the ending offers a sliver of optimism and a companion. Now that I've rambled on about the ending of M2, let's compare with the ending of Samus Returns. 

Samus Returns' Omega Nest isn't a nest at all, but rather a lab. While you could argue that they decided to have the "big lab reveal" here instead of later, it doesn't feel like a big reveal or highly significant moment, because Samus has been wondering through technologically advanced areas the entire game. There's no contrast to highlight this development. As Samus moves to Area 8, the waterfalls have been replaced with Metroid goop and there are enemies, puzzles, and powerups everywhere. Gone is the uncomfortable silence that made the player stop and think; instead, this area doesn't feel any different from the rest of the game. As she makes her way to the giant cave and up to where the lab used to be, it's just a big Metroid nest. So yes, the lab was where the nest should be, and the nest was where the lab should be. You no longer have the pleasure of going into this historically significant location, you're instead just going to kill some more Metroids like you've been doing the whole game. 

Admittedly, I did get the same rush as in M2 and AM2R when the Metroid counter rose and I once again began battling larval Metroids. When the last one is defeated, a wonderful roar of rage that shakes the foundation of the planet can be heard. The battle with the Queen and the encounter with the infant Metroid were both outstanding.

As the Metroid and Samus left the caves and made their way to the surfect, I couldn't help but feel uneasy as they continued to battle scrub enemies and find more power ups. As they broke through the surface, they are greeted not with a tranquil night sky seen in the other two games, but rather a wicked neon green storm. It was at that point that I knew we were up for a secret final boss, and, unfortunately I knew who it was going to be. 

Surely enough, as the unlikely duo make their way to the gunship, Ridley comes flying in for an uninspiring final fight. His inclusion completed the abandonment of a thoughtful ending for the sake of cheap thrills and nostalgia. 

First, there's no canonical reason Ridley should be present on SR388. The events of Super Metroid take place immediately after M2, and as we all know, Ridley stealing the infant Metroid from the Ceres Space Station is the first thing to happen in Super. So if Samus just handed Ridley an ass-whooping, how is it that he completely recovers and tails Samus only to defeat her himself? I actually don't care, because there's a much bigger problem. 

As I have gone on record saying, the most unique characteristic of Metroid games is their ability to tell a story with subtlety within the context of the game engine and the gameplay itself. Even with severe hardware limitations, M2 brilliantly accomplishes this. From the natural horror of the Omegas, to the artificial yet abandoned glass lab, to the uplifting and action-free epilogue, Metroid 2 had a consistent tone that intentionally made the player feel things. Now maybe you didn't notice these things...but your brain did (s/o to Plinkett). It's clear to me that this subtlety was completely lost on the devs of Samus Returns. Instead of subtext, they shoved as much action to the player as they could, with the most shoehorned boss of the entire series as the grand finale; all in an attempt to make people go "DUUUDE IT'S RIDLEY! RAAADICAL." It didn't make any sense, and it destroyed the tone of the original game.

Now maybe I'm the only person who noticed these things. More likely, I'm the only one who cares. But I think it demotes Metroid 2 from an imperfect game that impressively had deeper implications into a more blockbuster-styled action game. Did I still thoroughly enjoy the game in spite of this? You bet your butt I did. You don't play a game for 12 hours in one day if you don't enjoy it. I think it was a great return for the series and hopefully the response will lead to more 2D Metroid action (who's ready for a Fusion follow up???). I just think MecurySteam missed the tone of the original. In this light, AM2R is all the more impressive, as it was able to modernize the game but still stay faithful to the key subtleties that elevated the game to another level. If you're wondering, I absolutely prefer AM2R to Samus Returns. It gets the tone, has more interesting movement and combat, and honestly has a greater amount of original content. Playing Samus Returns really just made me want to go revisit  AM2R. 

Sorry for the ramble, I hope my musings made sense. Tweet at me if you want. See you next mission!