Uncanny Valley Super Metroid. Auto-run being on by default threw off my platforming muscle memory until I disabled it. I'm not fond of the jacked up fire rate for the beams without charge beam. Thankfully there's a patch to disable this intrusive change. Door and elevator transitions are sped up, but sometimes the door transition would hang on a black screen. Redux implements the circle-dot maps from the GBA titles, but only on the main map screen. The mini-map can't display the item-circles. The Norfair false-wall still defies the x-ray visor logic established by earlier false-block "puzzles".

I'm ambivalent to the control alterations. Aiming at a downward angle is now finicky as in the GBA titles. The one draw is being able to toggle between Beams and Super Missiles with only one button press instead of two. You still have to cycle with Select to choose Missiles, Super Missiles, or the Grapple-beam. Except now Select skips over Powerbombs. X-ray visor activation has replaced the alternate-fire-cancel button.

In the end it came off as "modded Super Metroid" instead of being a perfect revision.

Reviewed on Feb 14, 2024


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