Cliffhanger Redux | ||
Release date: Apr 26, 2016 |
Author: Digital_Mantra
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Genre: Challenge [?] Game: |
Difficulty: Veteran [?]
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Average runtime:
9:14 Average collection: 79% |
Read Me: [None] |
Forum Thread: Release Thread |
Rating:
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Other Links:
Website |
Awards:
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Description
Super Metroid Cliffhanger was originally released June 26th, 2008.
Redux has revived the planet with new rooms, savestations, refurbished layouts,
and a renewed storyline. From top to bottom, everything has been updated.
It was and is now at its core a challenge hack, a game to fire up and hone your skills.
Secondly it tells a story, locate all 5 Chozodian Lores to complete the mystery behind Planet Uviol.
Redux has revived the planet with new rooms, savestations, refurbished layouts,
and a renewed storyline. From top to bottom, everything has been updated.
It was and is now at its core a challenge hack, a game to fire up and hone your skills.
Secondly it tells a story, locate all 5 Chozodian Lores to complete the mystery behind Planet Uviol.
Screenshots
Ratings and Reviews
This is indeed a challenge hack and savestates are probably needed for some parts. Tons of beautiful art is on display in this masterpiece. Heat runs, interesting item progression, difficult puzzles, a pretty big world, and much more. If you consider yourself a good player, you should consider checking out this hack as it'll teach you some stuff.
Super short charge is necessary.
Super short charge is necessary.
Animals saved.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
A great hack that is challenging without the need of mindlessly putting spikes anywhere.
I usually prefer easier hacks or at most Z-Factor and Super Zero Mission difficulty (which are difficult in their own way but don't require advanced techs) so my knowledge about advanced techniques was limited. I only knew how to perform IBJ, Mockball and short charging until recently when I played Containment Chamber and Contamination prior to this and learned some more different tricks. This hack even further improved my skills as a player thanks to difficult but fair challenges.
Would have given 5 Orbs but there were a few moments where I absolutely didn't know where to go. Draygon and especially Space Jump were hard to find in particular.
That said, I'm not *that* good at the game so finishing this was very satisfying.
I usually prefer easier hacks or at most Z-Factor and Super Zero Mission difficulty (which are difficult in their own way but don't require advanced techs) so my knowledge about advanced techniques was limited. I only knew how to perform IBJ, Mockball and short charging until recently when I played Containment Chamber and Contamination prior to this and learned some more different tricks. This hack even further improved my skills as a player thanks to difficult but fair challenges.
Would have given 5 Orbs but there were a few moments where I absolutely didn't know where to go. Draygon and especially Space Jump were hard to find in particular.
That said, I'm not *that* good at the game so finishing this was very satisfying.
Damn, that was a good game. Out of game time was probably like 30 hours.
Pretty sure I can nail the water rising spike room now.
Thankz for the hack!!
Pretty sure I can nail the water rising spike room now.
Thankz for the hack!!
Revisited this after Vitality and it was probably the most satisfying completion of any hack I've played. I usually group hacks into 2 groups; either fun to play or satisfying/rewarding. Rarely does a hack fit into both categories and this one did. Felt even more rewarding than Eris, Mockingbird Station, and Containment Chamber. Between the tight hell runs, the well designed speedball tricks, the ninja midair morphs from both jump and grapple, this game had it all. Every room was a challenge and getting through it slowly, but surely was super rewarding. The art scattered about was amazing too and shows the origins of the Dman brilliance. The first time I played it a long time ago I was an idiot and thought the first e-tank required a double HBJ and ended up putting it on ice. This time around I couldn't put it down. The best thing about this hack is as you go along, you can feel your confidence increasing. By the end you can pretty much speed run through previously completed areas. I even played it through a second time and carried a bluesuit from Draygon all over the place busting through enemies and speedblocks collecting items just for fun. Even kept it through MB and used the spark during the escape as I didn't want the game to end. 10/10. Dman hacks are the best.
This game is exceptional. I never thought i'd be able to enjoy a game that required such precise knowledge and execution of advanced techniques but the way the game is designed it makes learning and executing these moves fun and rewarding. Many challenge hacks forego the exploration aspect but in this game it's an essential part of the experience. It's a work of art graphically and it's ambitious in telling a story.
I do have some VERY minor criticisms. I think the map should tell you where the exits and entrances lead as it would make navigation better and also make the new names more memorable. The hint for space jump makes no sense (at least to me) and it's too random to find without said hint. The hint is presented in a clever manner but being so cryptic I was compelled to look it up. The exit from the water in the Spazer area was janky. There's some jank on the map in Brinstar after doing a shinespark, going back reveals an unused room from the original game (the mochball early Supers room) and this is a surprisingly unpolished detail for such an impeccable game. The big issue with this is it's confusing on the map making the player think there must be a way to access that area despite there being none. These are incredibly minor complaints and the word jank is perhaps even a bit harsh, this is a very polished game.
If you're good at SM and want to see if you can get great this is an outstanding game to play. I still can't believe I beat it, let alone got 100%, but more surprisingly to me was how much I enjoyed it. I did use save states to help with cutting down the time some stuff took to learn/execute but they aren't essential. This game's difficulty will make it inaccessible to many but for those it's accessible to it really couldn't be a better game. I genuinely think it's one of my favorite games ever and even though all 3 are brilliant it's the one I'd place atop the outstanding Digital Mantra trilogy of Vitality-Eris-Cliffhanger Redux (I'd suggest one play them in that order btw). Thank you very much Digital Mantra and all who may have helped, it's an outstanding game.
I do have some VERY minor criticisms. I think the map should tell you where the exits and entrances lead as it would make navigation better and also make the new names more memorable. The hint for space jump makes no sense (at least to me) and it's too random to find without said hint. The hint is presented in a clever manner but being so cryptic I was compelled to look it up. The exit from the water in the Spazer area was janky. There's some jank on the map in Brinstar after doing a shinespark, going back reveals an unused room from the original game (the mochball early Supers room) and this is a surprisingly unpolished detail for such an impeccable game. The big issue with this is it's confusing on the map making the player think there must be a way to access that area despite there being none. These are incredibly minor complaints and the word jank is perhaps even a bit harsh, this is a very polished game.
If you're good at SM and want to see if you can get great this is an outstanding game to play. I still can't believe I beat it, let alone got 100%, but more surprisingly to me was how much I enjoyed it. I did use save states to help with cutting down the time some stuff took to learn/execute but they aren't essential. This game's difficulty will make it inaccessible to many but for those it's accessible to it really couldn't be a better game. I genuinely think it's one of my favorite games ever and even though all 3 are brilliant it's the one I'd place atop the outstanding Digital Mantra trilogy of Vitality-Eris-Cliffhanger Redux (I'd suggest one play them in that order btw). Thank you very much Digital Mantra and all who may have helped, it's an outstanding game.
This has got to be the most visually gorgeous, cleverly designed challenge hack I've ever seen, and my favorite so far out of Digital Mantra's games - which is saying a lot! The puzzles and graphics are lovingly and meticulously designed. Portions of the game are at peak levels of difficulty, but in a way that still manages to feel like a fun challenge rather than unfair or laborious. The story doesn't fully make sense to me, but it adds to the experience in a really neat and ominous way regardless.
Only criticisms, echoing what's already been said: There were times I had no idea where to go. I recommend the four-part 100% video by SuperKB on YouTube for pointers if/when this happens to you. Enjoy!
Only criticisms, echoing what's already been said: There were times I had no idea where to go. I recommend the four-part 100% video by SuperKB on YouTube for pointers if/when this happens to you. Enjoy!
creative, cryptic, difficult, worth playing. used savestates at some points simply to hasten retries (rising water room in eldridge, i'm lookin at you).
I debated a lot between giving this hack 4 or 5 stars. If it was a scale from 1-10 and broken numbers were allowed, I'd give it between 9.5~9.75, so I settled with five orbs.
I loved the hack's atmosphere, the music (or lack thereof) settled the mood for rooms.
It was a very hard hack, but I liked that most rooms either gave you time to do the puzzles, not a lot of cheap deaths or spike hells, puzzles were very interesting, hidden enough so you felt good by figuring them out and didn't need to spend hours looking for the solution. For the cryptic, very hidden puzzles, the game gave tips.
The back and forth didn't bother me. The hack was well-linked between zones, and getting new upgrades made the backtrack smoother. As the other user said, I felt my confidence getting a boost everytime I finished a hard area.
I also loved how the hack left me guessing what would be the next upgrade I should get, so item/order progression was never evident. I got lucky by bombing and figuring out where X-Ray was, so progress didn't get stuck since I could use the hint room and figure where Space Jump was (would never guess!). The "phantoom" area was nice, felt very expanded, a true labyrinth. Liked the vibe of that area and "Maridia". It was very rewarding going back to older areas and getting more lore, seeing magnificent room designs... Escape was dope. Spring Ball and Plasma appeared early, making the hack very fun. High Jump appeared later, and it was vital to finish the game.
For the negatives, it was a linear hack and sometimes it could be confusing to know where to go next. I took multiple breaks (started playing it in September) so I wouldn't burn out. As the user above said, the rising water room in eldridge... For me it was the only questionable part of the hack. I'd either make it require less input precision or get rid of the damaging spikes early on, or put the health refill earlier, making the trial and error less tedious.
DMantra's hack are exceptional, and this one made me feel I learned a lot of game mechanics. Recommended.
I loved the hack's atmosphere, the music (or lack thereof) settled the mood for rooms.
It was a very hard hack, but I liked that most rooms either gave you time to do the puzzles, not a lot of cheap deaths or spike hells, puzzles were very interesting, hidden enough so you felt good by figuring them out and didn't need to spend hours looking for the solution. For the cryptic, very hidden puzzles, the game gave tips.
The back and forth didn't bother me. The hack was well-linked between zones, and getting new upgrades made the backtrack smoother. As the other user said, I felt my confidence getting a boost everytime I finished a hard area.
I also loved how the hack left me guessing what would be the next upgrade I should get, so item/order progression was never evident. I got lucky by bombing and figuring out where X-Ray was, so progress didn't get stuck since I could use the hint room and figure where Space Jump was (would never guess!). The "phantoom" area was nice, felt very expanded, a true labyrinth. Liked the vibe of that area and "Maridia". It was very rewarding going back to older areas and getting more lore, seeing magnificent room designs... Escape was dope. Spring Ball and Plasma appeared early, making the hack very fun. High Jump appeared later, and it was vital to finish the game.
For the negatives, it was a linear hack and sometimes it could be confusing to know where to go next. I took multiple breaks (started playing it in September) so I wouldn't burn out. As the user above said, the rising water room in eldridge... For me it was the only questionable part of the hack. I'd either make it require less input precision or get rid of the damaging spikes early on, or put the health refill earlier, making the trial and error less tedious.
DMantra's hack are exceptional, and this one made me feel I learned a lot of game mechanics. Recommended.
Excellent. Yes, it's a challenge, but it kept pushing me to be better. I'm glad I stuck with it and kept exploring.
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