Metroid Prime III: Finished. So awesome. 19:21 playtime according to the score screen.
Only things I can think of to nitpick at that come to mind... Ending is stupidly vague (unless it's extended on harder difficulties), and I found all the items with barely any difficulty (to be fair, the observatory was essential for several of them). As per usual, the latter being a good or bad thing depends on your point of view anyway. NO ESCAPE SEQUENCE!? I don't care for them anyway >_> There were a couple mid-game anyway.
Didn't get every scan as I already knew I wouldn't, I guess that might have effected the ending as well. As well as elevator stuff I missed out on one Skytown storyline thing and one Pirate storyline thing, and presumably several enemies, but I didn't go over my enemy lists while I was in the final area so I'm not sure on that..
Hypermode was pretty neat, although once you'd built up enough energy tanks there was very little drawback to using it. Fighting Mogenar on the other hand before this was the case was god-painful. Not looking forward to him on harder difficulty levels (although, I found Thardus freakishly difficult on my first play of Prime I, and I believe I killed him in one attempt on my hard mode play of that, if memory serves correctly... and I never actually DIED against Mogenar like I did to Thardus...). Only got corruption-death once and that was because my brother turned it on while I was out of the room (he was 'trying to find out how to jump'. Because everyone knows the most intuitive way to jump is to HOLD DOWN one of the most out-of-the-way buttons).
As far as weapons are concerned... nice to see the semi-old stacking-weapons style back, for all they didn't stack anywhere near as nicely as Super/Zero Mission/etcs do (which reminds me: they need to make an awesome remake of Metroid 2 sometime. Then they can try to make a version of Super that doesn't fail at life). I hated Seeker Missiles in Prime 2 because they never ever hit what I wanted them to hit and that remained the case here. Tsk.
Ball upgrades were boringish as you'd expect. I swear, they need to have Metroid 2's version of Spider Ball in a 3D met sometime >_> Except with less spikes all over the walls >>_>>
While I remember it, what exactly is the deal with Fuel Gel? Why the heck does it instant-kill you after yay long in it regardless of what health you're on?
Final visor was boring -_- Then I discovered it had something I hadn't noticed! Then I discovered that said thing was only rarely ever extant. Still arguably better than the echo visor.
Grapple stuff was okay, although I rarely ever got the timing right. Once you'd gotten high enough upgrades, they needed to let you grapple every enemy instead of only the ones you could already grapple anyway
Ship stuff was awesome and they seriously need to have thought of it earlier -_- Although, the missiles were mildly worthless outside of their plot uses because you had to be outside, you had to remember they existed, and you had to hope that whatever you aimed at didn't move about. I didn't even KNOW you could use them on enemies for some time.
They should have just given you infinite of them, especially considering how high they set the chance of getting refills.
Ship Grapple was underused ;_;
Super Robot War Compact 2:3 Galactic Showdown: Started this.
So they scrub all your unit upgrades, but you keep all your items...? Hm. In any case, Ez-8 with 4 V-Up units attached in the first map smites everything! That was the plan anyway, as it turned out it never even got a shot off due to showing up late and lowish move >_>
Excellen's already gone off apparently so I'm stuck with lousy Kyosuke again. To be honest I haven't compared his stats with 2:1's Kyosuke so for all I know he might be less lame. Alteisen definitely still sucks, but maybe the Riese will be better whenever that shows up. In any case only played one episode so far because the rest of the time I've been playing Prime III.
I feel like replaying Prime I & II now.