Funny thing about long time limits is that usually they give you that much because you're expected to go a bit slow in order to avoid damage while passing through the rooms/locations, but what often happens is players start panicking and just rush through almost mindlessly, taking loads of pain on the way, which leads to a hilarious situation where you make it to the end with like 10+ minutes to spare while standing on the last leg, sadly realizing that you could've allowed yourself to be just a bit more careful and save some healing items and such lol... (unless it's at the beginning of the game where it's most definitely being very generous and you shouldn't hurry too much) Basically, any self-respecting player will rush through a corridor filled with flamethrowers whilst being also shot to hell in order to save 15 seconds on their 20 minute time limit.
The constant beeping sounds is what kills it for me it stresses me out so i tend to panic and make mistakes, and since it's a long one I think I would have had trouble with this too
10:45 I have to admit something here. In the Remastered version, this cutscene got a laugh out of me! This version, you can somewhat see Space Pirates flying out of the station as it explodes: you can see them clear as day in the Remastered and way more abundant! As if none considered to abandon the place once it began to self destruct!
From what I've heard, there WAS going to be an escape sequence in Impact Crater, but was cut due to time constraints. Which makes me wonder how it would have been, since the Impact Crater was a very short area (I imagine a 2 minute limit, 1 in hard mode). Then again, I also heard the area was going to be a lot larger originally, so who knows.
9:20 - Maybe as an excuse, like why character in the previous game had all of that stuff and suddenly they are back to square one (so they actually carried the upgrades, but due to some damage or whatever they lost it). Or maybe as an incentive (see this cool stuff you can do? Well, obviously we had to take them for now, but you can get them back during the game and get some more upgrades! Get moving!) Or maybe to annoy the player. 😅
I think the generousness of the time limit was because it WAS at the start, and I think it was meant to try to get players adjusted to navigating the environments under pressure so that they could do so for the bosses later on. They didn't really want you to die, but they did want you to feel a sense of urgency. There's only one in Echoes, too, if I remember...but that one is a DOOZY. I think that's the only countdown that I've ever actually failed the first time doing it.
Awfully nice of the Chozo to seed the cosmos with technological redundancies, anticipating Sami’s routinely losing all her suit upgrades. Also, Awfully shortsighted of them not to simply leave her the schematics to fabricate said upgrades herself at any time.
I watched my brother(s) play this game and not managing to activate the Grapple Beam. Apart from not getting lost, they made it that far... whereas I noticed the spots needing an Indiana Jones maneuver.
As I've been binge playing the Etrian Odyssey origins collection, I remembered one time limit from the first Untold game. The final Gladsheim segment is under a turn limit and you have to decide between several paths that make you choose between longer walks and fights with FOEs. Oh, and the turn limit stays on during the boss fight, where you do not have access to many exploits because the Gladsheim segments are Story Mode exclusive, which gives you a fixed party.
There is some "creepy time limits" in other games. Or more like "stressful". For example, AC Brotherhood - time limit after Colosseum assassination where you have to rush through a quarter of city while having only 1.5 minutes (and no swimming for 100%, while having to cross Tiber). Or the limit at the P2 duology (mainly Aerospace museum - in IS you have to deal with 10-minute limit which is stopped during combat on last floor, in EP - 30 minutes and timer goes on in combat).
Probably it's a normal game over since how it transitions to static shows that Samus dies immediately right when the explosion occurs? That could of made her not see or hear it.
Is funny how Metroid Prime 1 the time limit moments is just at the final part of the prologue and then you see non of that in the rest of the game, I dunno about Prime Echoes as I haven't played that game yet, nor Prime Corruption.
Well, SPOILER BELOW since you don't own or see MP2: Echo yet. =-=-= -=-=- Dark Echo does have it just after you defeat the final boss (but not final Dark Samus, you have to fight her during that time limit), and Corruption, though it didn't show the timer, does have one at start where you had to rush your way to the control station to blow the meteor that was dumped by pirate.
@@Fredcat11 Corruption also kind of has one at the end, where your time/hp limit is the number of energy tanks collected. Though if I recall correctly, as long as you keep shooting, the time limit bar won't fill up to lethal levels. Unless of course, ya going for a minimum energy tank run, then the little bit of time/hp ya do get is pretty brutal.
Interesting how each game in the trilogy has their self-destruct countdown at a different point. I would consider Prime's the worst- it's generous since it's at the start of the game yet there are a few points where you could miss something in a rush and get lost in which case no amount of time is enough. No point in teaching you how to Grapple Beam 5 seconds before you lose it for 5+ hours.