Hiroshi Mishima's Ratings and Reviews
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Super Metroid: Darkholme Hospital by Cloud12 [SM Quick Play], rated by Hiroshi Mishima on Apr 30, 2015 (Star Star Star Star Star )
81% in 0:02
The concept of Samus going in to investigate an abandoned hospital, closed under mysterious circumstances is a very appealing one. It's a small scale hack, and the whole "world" is just one complicated building. I liked the atmosphere, the amusingly renamed power-ups, and how Darkholme got.. well, darker the further down you went.

The teaser trailer for Darkholme 2.0 is what convinced me to try it out, I might add.

However, while the custom tiles look great, and there's certainly some good ideas in here.. it honestly felt like the thing could've used some more polish. The enemy variety is nearly nonexistence and the lack of save stations becomes a problem by the time you get to Level 4 or 5. It got increasingly annoying to have to drop everything and return to your ship.

But oh gods, the escape sequence.. it was worse than the old Redesign one. It made what would've probably been a good 4/5 score almost into a 1, but since I enjoyed the first 3/4 of the hack, I figured I'd be more reasonable.

I haven't even touched on the Keypatches because I have only found two of them so far. All they do is make the game harder, which isn't the sort of thing I'd be interested in. I've heard there's one for an alternate ending sequence, which hase me worried given when I read on the forums.

So yeah, great concept, loved the atmosphere. Had some cool ideas, but just needs some work, and an overhaul on the escape.
Super Metroid: Redesign by Drewseph [SM Exploration], rated by Hiroshi Mishima on Apr 30, 2015 (Star Star Star Star Star )
No completion stats.
For years, I hated this hack. It was essentially unplayable in my eyes, and I was confused that people were not only able to actually survive the physics changes, but also get some sort of enjoyment out of the game's madness.

I mean, it looks so good, and that makes it all the more frustrating that I literally could not even get out of the room with the Wall Jump Boots. I had to slow the game down to around 25% or less, and that was effectively the way I played a fair portion of Redesign when I finally returned to it about 5 or so years ago. Play the game at 75% or so for better reaction time, drop it further as needed. I actually ended up being good at bomb jumping in Redesign as an alternative to wall-jumping.. it sucked.

It was clear that Drew likes Metroid Prime, because there's quite a few elements taken right out of the game. Including the way bombs work and a specific Energy Tank. That's not a bad thing, of course, it's just very noticeable.

I don't think I ever managed to beat the original Redesign, but I watched a few friends play it, so I know what an ordeal Tourian and Maridia were. And the Escape Sequence, holy crap, I think it lasted like 25 minutes which was ridiculous.

I do not consider myself a bad player, although I obviously don't have the level of skill that this apparently required. I'm not big on needless challenge, which Redesign seemed to have a lot of. It's fine for some, I know a couple people that replayed it dozens of times. For me, though, it was an abysmal execution of some really cool ideas.