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Alright, it's been a while and I apologize for taking so long, but finally Samus' revised profiles are ready to be upgraded. Huge thanks to Chariot, who did most of the work on the NA&T sections which I'd have had a lot of trouble doing on my own. This is going to be a thread detailing most of the changes, but since there are so so many, the more minor ones will not be mentioned here. So, here is the sandbox, peruse it as much as you wish, and here are the original profiles 1, 2, 3.
The Zero Mission profile loses the "Post-Chozo Gene Infusion" key, which details her as a child, essentially. It has little screen time and basically no P&A and feats and it screws with the layout of the profiles without really having anything worth reporting. However it gets the Legendary Suit stuff added to it, for a few reasons. The first is that it's confusing to see a profile labeled as "Zero Mission" that doesn't have the last part of the game in it, and the second is that with the following profile being dedicated to the Prime games, it'd be weird for it to be there.
For the rest, the profiles are mostly structured the same, except that in the middle two the keys are split by game and not by suit- this is to ensure that the P&A actually makes sense, as things are the profile implies Samus has all of her equipment from the various games at once (For example the Legendary profile lists both the Shock Coil, exclusive to Hunters, and the Phase Drift, exclusive to Samus Returns, in the Varia Suit key). There is a game-agnostic Power Suit key in them though, it needs to be there for the sake of scaling a few bosses, and it's weird to not have a rating for it at all given it's a pretty prominent thing Samus has.
Overall I'm not entirely satisfied with how the profiles will be structured but I think it's the best possible solution, Metroid as a series is massive enough and equipment rotates in and out of Samus' arsenal so much that a bit of awkwardness is necessary to make the profiles accurate, and I think this works well. Oh, also, there's a big NA&T section in each profile detailing what Samus can do in each game, and a Combat Skill & Standard Tactics section that I think does a good job helping detail Samus' fighting style.
ZM profile
Structure
By far the biggest change here is that Samus' "Legendary Suit" profile will be split into a profile detailing the Prime series, and one detailing the "classic" era of sorts, from Metroid 2 to Other M and Samus & Joey. These should probably be called Samus Aran (Metroid Prime) and Samus Aran (Post-Prime) or something? The latter is kind of a clunky name but I don't have a better one. But yeah, my reason for splitting these is that the middle profile is already a bit bloated as is, and it'd become unreadably huge with my revisions, without being split. Plus, with Metroid Prime 4 on the way, it's only going to get bigger, so splitting it is the smart thing to do.The Zero Mission profile loses the "Post-Chozo Gene Infusion" key, which details her as a child, essentially. It has little screen time and basically no P&A and feats and it screws with the layout of the profiles without really having anything worth reporting. However it gets the Legendary Suit stuff added to it, for a few reasons. The first is that it's confusing to see a profile labeled as "Zero Mission" that doesn't have the last part of the game in it, and the second is that with the following profile being dedicated to the Prime games, it'd be weird for it to be there.
For the rest, the profiles are mostly structured the same, except that in the middle two the keys are split by game and not by suit- this is to ensure that the P&A actually makes sense, as things are the profile implies Samus has all of her equipment from the various games at once (For example the Legendary profile lists both the Shock Coil, exclusive to Hunters, and the Phase Drift, exclusive to Samus Returns, in the Varia Suit key). There is a game-agnostic Power Suit key in them though, it needs to be there for the sake of scaling a few bosses, and it's weird to not have a rating for it at all given it's a pretty prominent thing Samus has.
Overall I'm not entirely satisfied with how the profiles will be structured but I think it's the best possible solution, Metroid as a series is massive enough and equipment rotates in and out of Samus' arsenal so much that a bit of awkwardness is necessary to make the profiles accurate, and I think this works well. Oh, also, there's a big NA&T section in each profile detailing what Samus can do in each game, and a Combat Skill & Standard Tactics section that I think does a good job helping detail Samus' fighting style.
Changes
Again this is NOT going to be all changes, look at the profiles, we'd be here forever. I'm just going to list removals, additions can be seen by looking at the new profiles and are generally just far too numerous to list here. Trust me that for everything she loses, Samus gets way more cool shit.ZM profile
- Zero Suit
- To start with a weird one, Samus loses Astral Projection and Teleportation because what I think is actually going on here is that Samus just phased out of her suit (not 100% consistent with how it's usually portrayed to work but this is a different suit, and it's close enough to things she's done) and physically walked with Gray Voice's spirit. It doesn't really make sense either way but I think this is a smaller stretch than her teleporting her body to the location where her spirit was somehow.
- Resistance to Gravity Manip for ZSS has been removed since we no longer treat Zebes as having hyper-gravity. She however gains resistance to Precog/AP via Mother Brain and the Pirates not being able to predict her actions with tech and such, Madness/Mind/Corruption hax via MP stuff, and Absorption because even before getting the Metroid vaccine, the X was taking hours to assimilate her, which they can do in literal seconds to most creatures (we see it happen in real time in Samus Returns' ending)
- Power Suit
- Some of Sam's acrobatics and marksmanship feats are only listed for the suit because the suit assists in both regards. Absorption has been changed to Forcefield and Damage Reduction, same concept, just better expressed. Data Manipulation is gone, Samus can still download schematics for new weapons but that's not warping information into reality, it's just using them to modify the suit, like a really good 3D printer. I removed Adhesive Manipulation, I think that is just anime physics at work but even if not I'd assume it's just magnetism, maybe the ship's instead of Samus'. Morph Ball ESP is gone, I guess it's true she can see when balled up but like, it's sort of a franchise joke that we don't really know how the MB works, I think it might just be she still can see normally, rather than through some more unusual method.
- Statistics Amplification for the Charge Beam is turned into Damage Boost, and the power grip is just a baseline upgrade, rather than something she needs to activate.
- Power Suit (Legendary)
- I removed Precog for Sensemove because as far as I know Sensemove doesn't really have any lore like that, they just put a name on Samus being really good at dodging things. I'm open to evidence to the contrary, but I just didn't find anything that'd imply it to be precog or instinctive reaction (Samus does also have insanely good senses so it might just be that). Transmutation for making weapons is just Weapon Creation.
- Varia Suit
- The Shock Coil's Matter Manip for shooting neutrinos is now Radiation Manipulation, Earth Manip for the Plasma Beam turns into Vibration Manip (I sorta have my doubts on the thing as a whole cause the missiles also do it, but it's not a big deal). I would have removed Matter Manipulation (actually Deconstruction) resistance for the S&J thing because we don't really know how potent it is on other objects, but Dread actually gave us a pretty concrete feat of a beam that can kill other creatures much more quickly, so the resistance stays. Antimatter resistance is just gone though, it's true they say that's what the Infinity Void is but, well first off it's visibly formful, and it's never portrayed to actually act like antimatter.
- Prime Suits
- Soul stuff is removed based on the Dark Samus/Phazon CRT, Antimatter is removed because again it doesn't really act like antimatter at all.
- Fusion/Dread
- The games have been split key/wise because Samus is much stronger in Dread than in Fusion. Nothing's been removed from them though, as far as I can tell.
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