Metroid Fusion Minimalist/No Damage Run - Part 4: Sector 4 (AQA) 1st Visit

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Published on ● Video Link: https://www.youtube.com/watch?v=B_d3bX6aRKg



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Duration: 13:53
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Gameplay starts at 7:06; Serris fight at 9:16

Besides my display of the Blue Zero at the start, most of the stuff here is familiar. Beyond how the Scisors like to be in more convenient positions for sniping ambushes, the Owtches can catch you not considering gravity while digging your way through to Serris's incubation tank, the bomb jumping is needed to clear a Missile Expansion, and the broken cables like to have messy hitboxes, only the Serris fight is really worth talking about.

Serris likes to be erratic, and when you can't see where he is, that makes things intimidating. Mercifully, whenever Serris moves low either with the straight movement or with undulating, he will ALWAYS follow up with moving high, so that would be your cue to jump off the monkey bars. There's one position that has decent reliability in dodging Serris when he's moving high consecutively (not after he moves low) and I make use of that sweet spot, but I have my concerns that Serris could still pull movement that would dispute this.

Really, Serris bugs me because of his involvement of limited camera visibility, the last thing that should be involved when handling a high mobility boss that makes use of it. It practically crosses into Fake Difficulty, and sadly, I think we will see more of that issue later into the game. Keeping the game scary works, but can we PLEASE have the tools for actually reacting? That's where Metroid: Samus Return works when it is going to involve the Melee Counter. Oh, and while I'm on the subject of Metroid 2 remakes, AM2R recycles Serris. Is Serris competently handled there? I do not know. I'm already too busy being shocked by its hug happy Metroids that are less vulnerable than they should be to see whether or not Serris's involvement there becomes a Franchise Original Sin of a boss that is already messily handled.

Of course, to be sure, AM2R wouldn't be involving the Core-X followup, even if this does bring up Serris being fragile enough to keep RNG from getting to add up. Now the Core-X IS genuine difficulty because it's not hard to keep it on camera and you can actually play acrobat around the thing. The big obstacle is that your mobility out of water is limited to a few platforms, and if you don't play acrobat around the Core-X, it's easy to either give the Core-X a developed position and have your dodging ability overcomplicated, or end up slipping right into the water where your mobility will be taken away by the water, so never mind failing a No Damage Run; the hug-happy Core-X will make sure that you'll be seeing the Game Over screen outright if that happens.

So at least Serris is dealt with and I dodged the Missile Tank, so I took care of a case of That One Boss that would surely be listed on vanilla TV Tropes' page for the g-.....wait, what? ....wait....whaaat? ...oh, you have got to be kidding me.




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Tags:
Metroid Fusion
Metroid
1% Run
No Damage
Serris



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