Metroid: Lost Chozo | ||
Release date: Jul 25, 2022 |
Author: jasinchen
|
|
Genre: Exploration [?] Game: ![]() |
Difficulty: Veteran [?]
|
Average runtime:
4:45 Average collection: 72% |
Read Me: readme |
Forum Thread: metroidconstruction |
Rating:
![]() ![]() ![]() ![]() ![]() |
Description
[Story]
I crashed land on a strange planet due to the failure of the spacecraft, and Power Suit was completely damaged after impact. So, I had to explore this strange planet.
[Tips]
1.Bomb jump and Wall jump are not required.
2.Easy mode: statue hint, Normal mode: no statue hint.
3.The map is very huge
4.Metroids in this planet weak to most weapons
5.Read readme.txt for more details
[update 1.3 final]
1. Decrease the difficulty in Lab
2. Most hidden way are more obvious
3. Fix bugs
[Thanks for testing]
munya
shen-yuan
12Cr1MoV
DuoLa_Ayu
I crashed land on a strange planet due to the failure of the spacecraft, and Power Suit was completely damaged after impact. So, I had to explore this strange planet.
[Tips]
1.Bomb jump and Wall jump are not required.
2.Easy mode: statue hint, Normal mode: no statue hint.
3.The map is very huge
4.Metroids in this planet weak to most weapons
5.Read readme.txt for more details
[update 1.3 final]
1. Decrease the difficulty in Lab
2. Most hidden way are more obvious
3. Fix bugs
[Thanks for testing]
munya
shen-yuan
12Cr1MoV
DuoLa_Ayu
Screenshots
![Screenshot](https://metroidconstruction.com//files/hacks/708/oabEKyhjpn8dPLt.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/tSyJir8AYxCdIOR.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/JKBvyLGxeWOC9kH.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/OBKsb5HetlL3Adm.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/WyMLPR5H6JDEGsb.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/kngx7D3ymXqUHLM.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/yHYuEsflnk7oA5R.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/dbpYIqBjE2DzAGN.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/OFyNPwj3H7LBTCr.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/laxHIAEwyOuhgW5.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/UtckIa2HunYLxJO.png)
![Screenshot](https://metroidconstruction.com//files/hacks/708/41vjc6zQaZYDEep.png)
Ratings and Reviews
It is very exploratory, the textures are exquisite, and the music fits the situation. It requires patience to understand the author's ideas. Your sense of achievement comes entirely from finding new paths and abilities. The higher the collection rate, the less difficult it is to clear the level, and players need to pay more attention to exploration ability. The clever design of the road makes the map open and free. When you can't find the road, you need to pay more attention to the special bricks and explore the puzzles patiently. I hope every player can patiently enjoy the fun of exploration
This is more 4 and a half orbs really.
Played for around 6 hours (completion time is IGT).
Some secret passageways (even progression ones) are too well hidden, making them really hard to find.
The level design was great though, and the map huge.
My only complain again was that the way forward is pretty hard to find.
Finished, recommended
Played for around 6 hours (completion time is IGT).
Some secret passageways (even progression ones) are too well hidden, making them really hard to find.
The level design was great though, and the map huge.
My only complain again was that the way forward is pretty hard to find.
Finished, recommended
This hack has *constantly* subverted my expectations. The start is a bit rough, it's fairly easy to get lost because of how sprawling it is, but persistence is key, and the hack gains more traction with each major upgrade you find. Progression is spaced out but also quite open ended which builds up anticipation for what you will find next. Puzzles will push both the game's mechanics and your own skill to the test. You start with the Zero Suit, something that few if any other hacks do, and it's actually really fun!! The hack is chalk full of custom music which, along with the level design, does an excellent job establishing the atmosphere of each area while also making exploration feel pretty laid back. There's even a bit of environmental storytelling here and there. Bosses you may know pretty well have been recontextualized to be more engaging.
I have a couple suggestions/minor nitpicks that could in my opinion make this hack even better:
- Save and map stations could use the theme of the area they are in, rather than their own. This makes them feel like they actually belong to that area specifically and it adds to the immersion since the music isn't being interrupted.
Finished.
Recommended.
I have a couple suggestions/minor nitpicks that could in my opinion make this hack even better:
- Save and map stations could use the theme of the area they are in, rather than their own. This makes them feel like they actually belong to that area specifically and it adds to the immersion since the music isn't being interrupted.
Finished.
Recommended.
Time is the result after playing 4 times, this is the result of you familiar with the general process sequence, the game is creative, start the game with zero loading, the first group of missiles are hidden, do not pay attention to it is not easy to find, after finding the game will become easy, after getting the super explosion, the game is not difficult, 100% yield is difficult.
The game added the BOSS in the fusion, which is good, new tiles, new BGM, it feels good
The game added the BOSS in the fusion, which is good, new tiles, new BGM, it feels good
pretty good hack. nice big map to explore, the edited tiles & new music are quite nice. progression doesnt feel too fast or too slow. definitely has that signature metroid feel of having to find your own way what with all the hidden and hidden passageways.
level design is pretty good but also kinda hit or miss. the rooms in the volcano area were more interesting imo than some of the ones in kraid or ridley for example. starting as zss is pretty neat but nothing interesting is really done with it, it's kinda just the vanilla stealth sequence but shorter and different rooms.
level design is pretty good but also kinda hit or miss. the rooms in the volcano area were more interesting imo than some of the ones in kraid or ridley for example. starting as zss is pretty neat but nothing interesting is really done with it, it's kinda just the vanilla stealth sequence but shorter and different rooms.
This is fantastic! The custom music, environments, bosses, etc are really unique! I think there are a couple areas where the path could have been made longer so that we could hear the music in its entirety (lots of switching music between rooms). I also thought there were too many one-way paths and backtracking was cumbersome. The paths are a little too well-hidden in my opinion, as I had to look up where to get space jump and how to get to the final boss. I normally get close to 100% and I only knew where about 85% were.
I absolutely recommend this hack.
I absolutely recommend this hack.
I've started playing this hack again while taking my time doing it. It is enjoyable and a head ache at the same time.
This is way I just can't give it more than three orbs.
This is way I just can't give it more than three orbs.
Great hack!
Really enjoyed the exploration. Level design was very good. A good part of it is sequence-breakable and optional. Got to the final boss before getting Space Jump and Screw Attack so I went back to explore some more. I never found Ice Beam on this first playthrough.
The music was excellent. That one track playing in the lower parts of the Caverns area was my favorite.
Recommended.
Really enjoyed the exploration. Level design was very good. A good part of it is sequence-breakable and optional. Got to the final boss before getting Space Jump and Screw Attack so I went back to explore some more. I never found Ice Beam on this first playthrough.
The music was excellent. That one track playing in the lower parts of the Caverns area was my favorite.
Recommended.
This was the last remaining metroid zero mission mod left for me to play. I thought that by leaving this to the end I was saving the best mod for last. I assumed this because of how new this is and how big it reportedly is. Instead, I got the biggest disappointment of any mod played so far. It turns out, this is unpolished, unfinished, and virtually unplayable thanks to soft locks that you will stumble into with no effort. I was willing to forgive the failure to remove the original game intro (even though every decent mod has been doing this since 2018) and I was willing to overlook the bad English in the actual story, but when I quickly got soft-locked at the start just by moving around normally on the most natural path I could find, it became depressingly clear this mod is not currently in a playable state.
edit: I tried it again after reading the review by djcdubz. It turns out that not only was the path I took the most natural path but it was also the only one available and it wasn't a soft lock. The low production value simply made me think it was. OK, so since it doesn't have soft locks I'll give this an additional orb to make the score 3/5 but a recommendation is out of the question. The fact that players keep getting stuck shows that the level design lacks intelligent design. Plus, the low production value with the poor English and unchanged intro already gives a very bad first impression for potential Metroidvania players. I can foresee most assuming the mod is simply broken when they get stuck because of that poor first impression.
edit: I tried it again after reading the review by djcdubz. It turns out that not only was the path I took the most natural path but it was also the only one available and it wasn't a soft lock. The low production value simply made me think it was. OK, so since it doesn't have soft locks I'll give this an additional orb to make the score 3/5 but a recommendation is out of the question. The fact that players keep getting stuck shows that the level design lacks intelligent design. Plus, the low production value with the poor English and unchanged intro already gives a very bad first impression for potential Metroidvania players. I can foresee most assuming the mod is simply broken when they get stuck because of that poor first impression.
The above review by Zincoshine is incorrect, factually. I have beaten this game 4 times, broken it down in every way possible, including major rerouting and sequence breaks, and to near 100% completion. There are no soft locks. There are many perceived soft locks because many of the paths to progress are hidden (in a few cases probably too hidden tbh as it plays occasionally like the original Metroid where you have to bomb or shoot every tile). It's possible, because I don't remember, that some more "advanced" techniques are required to progress in a few instances, which may cause some to get "soft locked," but the game is 100% complete, playable, completable, and is frankly incredibly well thought out in its secrets. The other hack (New Zero Mission) by Jasinchen is better, but this is easily a 4.25-4.5/5 and one of the best MZM hacks out there, despite its issues.
(in game time used, real time likely around 4 hours)
Wow, what a great hack! I love much of the area design and good use of vanilla gimmicks in new ways, however the hack is not without its faults. Many sections feel rather pointless (especially certain paths unlocked with power bombs) and there are plenty of one way paths that feel like annoying traps (looking at you, desert). The intro segment with suitless samus is very cool and one I will remember for a long time. I find it interesting with how few items you can get to MB with, I initially got there without any beams so I backtracked after a harsh death in the escape to find plasma beam, wave beam... and that's really it. Never found ice, screw, or speedbooster so go figure. Much of the hack is very well designed and you can tell a lot of thought went into how the overall game progressed. Kudos also for the selection of custom music, the choices fit very well into their respective areas.
Wow, what a great hack! I love much of the area design and good use of vanilla gimmicks in new ways, however the hack is not without its faults. Many sections feel rather pointless (especially certain paths unlocked with power bombs) and there are plenty of one way paths that feel like annoying traps (looking at you, desert). The intro segment with suitless samus is very cool and one I will remember for a long time. I find it interesting with how few items you can get to MB with, I initially got there without any beams so I backtracked after a harsh death in the escape to find plasma beam, wave beam... and that's really it. Never found ice, screw, or speedbooster so go figure. Much of the hack is very well designed and you can tell a lot of thought went into how the overall game progressed. Kudos also for the selection of custom music, the choices fit very well into their respective areas.
One of the longest hack I've played and damn its good. lots of opportunities to go out of your way to do stuff and grab them early. Discovered also more of them thanks to jasinchen. Lots of fun.
Not at all difficult, some interesting puzzles and ideas. Can't wait for the next hack! I played a different version that had the standard music over copyrighted ones unfortunately due to playing for youtube too but I'll go back and check the other musics soon on my own.
100%. 5:41:40. 5 stars. Bravo!
Most people seem to have stopped after Ridley. You forgot one item you just got after Ridley, it has its uses. Go back and explore :p You'll unlock the other half of the hack!
Not at all difficult, some interesting puzzles and ideas. Can't wait for the next hack! I played a different version that had the standard music over copyrighted ones unfortunately due to playing for youtube too but I'll go back and check the other musics soon on my own.
100%. 5:41:40. 5 stars. Bravo!
Most people seem to have stopped after Ridley. You forgot one item you just got after Ridley, it has its uses. Go back and explore :p You'll unlock the other half of the hack!
I like this hack, it's really good despite how long it is.. it's heavy on exploration (which is a plus in my book because I LOVE exploration-heavy hacks) and there's a few items you can actually get early which is always cool because sequence breaks. I also LOVE the inclusion of Metroid Fusion bosses (Yakuza, Serris, Arachnus, and Nightmare)... but other than that, there isn't much else I can say about this hack.. give it a try if you're like me and you like exploration-heavy hacks
10/10
Finished
Would Recommend
10/10
Finished
Would Recommend
Not as momentous as Desolation, but definitely worth a try. Desolation made me come into this hack enthusiastic, but while I wasn't exactly disappointed I wasn't exactly wowed either. If I had played this first and then Desolation I might have not gone into Desolation with as open a mind. Anyway, all of the jas design hallmarks are here, but unless you play on Hint difficulty (a renamed Easy) be prepared to not be led to the next item as efficiently, find many dead-ends, search for several air/bomb/missile passages, etc. There's a particularly egregious case of the lattermost occurrence as a missile block in a (otherwise suspicious) floor that leads to bombs, which may not be a logical progression for most players that early. Make no mistake, you will still be funneled to major items but there is enough tedium in scouting those items that brings this hack away from perfect, especially since there are enough recognizable rooms from vanilla ZM to make you wonder how much effort was put in. Later in the hack you can expect to fight up to THREE(!) bosses in a row without a single upgrade takeaway, which only further reduces the speed of fun. By the time you have space jump and screw attack you are very likely still discovering new areas and secrets, and while it's kind of impressive in scope it still makes you wonder if exploration ever ends. And that's if you don't conveniently walk past speedbooster or power bombs, which is very easy to do to both for how much more exploration they afford you. Walking past power bombs has the harsh downside of a tough escape. And ice beam, while nowhere near required, is one of the most hidden items in the hack, but there are all these ripper columns you could possibly climb with it yet will very likely traverse very late with screw attack and space jump instead. There's just this lack of polish and tightness that keeps this hack from feeling great and me from considering this to be highest rated.
He must be a first-class hack producer.
I think the hack author has a lot of potential, but I am very critical of this hack. Regardless, I would keep an eye out for their next work.
This one is frustrating. Too few key items for so many locks, one way paths that waste your time, shortcuts that should be open to the player much sooner, and a ridiculously hidden correct pathway. It felt like every time I was lost, the answer was always to attempt to morphball or ledge grab every wall in the entire hack. There were a dozen too many hidden walls you have to just run into blindly to find (power bombs sort of help find them, but they're not breakable blocks, just visual tricks). Ironically, I still felt the need to power bomb every single room because some of the breakable blocks are in almost random locations and sometimes tiles look like they're breakable but aren't, and vice versa. The straw that broke the camel's back for me was the hidden path to the final boss in the laboratory. Moving from room to room isn't even fun. There's no flow to any of them, and I got real sick of the morphball mazes. Nearly the entire hack is like this from beginning to end. It's a constant stream of minor frustrations, confusion, and boredom.
I accepted the hint system and while it serves its purpose in the first half, the second half takes it away but unlike Zero Mission proper, there's not really any way to intuit where you actually need to go. This issue is made all the worse by the fact that this hack is halfway a halfhack. Maybe half the rooms are ripped straight from ZM and combined with its own issues, this is what makes this hack a 2 star.
Also, the entire hack feels like it was built with the player having ice beam in mind, but I never found ice beam and assume it's not in the game. Maybe that was done for difficulty but all it did was get me more lost because I gave up on the correct path sometimes thinking I had to go find ice beam first.
There are some pros however. I liked how the Metroids were handled. The rebalanced Arachnus fight was very fun, the escape sequence was interesting and tense, and I at least appreciate the attempts at having more stealth-oriented gameplay. Some of the unique map design like in the upper desert was pretty good. All of this gives me faith in a possible future hack from this author, but I will not be touching this hack again and don't recommend it to anyone.
This one is frustrating. Too few key items for so many locks, one way paths that waste your time, shortcuts that should be open to the player much sooner, and a ridiculously hidden correct pathway. It felt like every time I was lost, the answer was always to attempt to morphball or ledge grab every wall in the entire hack. There were a dozen too many hidden walls you have to just run into blindly to find (power bombs sort of help find them, but they're not breakable blocks, just visual tricks). Ironically, I still felt the need to power bomb every single room because some of the breakable blocks are in almost random locations and sometimes tiles look like they're breakable but aren't, and vice versa. The straw that broke the camel's back for me was the hidden path to the final boss in the laboratory. Moving from room to room isn't even fun. There's no flow to any of them, and I got real sick of the morphball mazes. Nearly the entire hack is like this from beginning to end. It's a constant stream of minor frustrations, confusion, and boredom.
I accepted the hint system and while it serves its purpose in the first half, the second half takes it away but unlike Zero Mission proper, there's not really any way to intuit where you actually need to go. This issue is made all the worse by the fact that this hack is halfway a halfhack. Maybe half the rooms are ripped straight from ZM and combined with its own issues, this is what makes this hack a 2 star.
Also, the entire hack feels like it was built with the player having ice beam in mind, but I never found ice beam and assume it's not in the game. Maybe that was done for difficulty but all it did was get me more lost because I gave up on the correct path sometimes thinking I had to go find ice beam first.
There are some pros however. I liked how the Metroids were handled. The rebalanced Arachnus fight was very fun, the escape sequence was interesting and tense, and I at least appreciate the attempts at having more stealth-oriented gameplay. Some of the unique map design like in the upper desert was pretty good. All of this gives me faith in a possible future hack from this author, but I will not be touching this hack again and don't recommend it to anyone.
You must login to rate this hack
NOTE: If you are sent to the forum after logging in here, please try manually logging out, returning to this page, and logging in again. You may also have to clear your browser's cookies. Sorry.