DeceptiveAlarm
Gold Member
I struggled with the second boss last night. Died more times than I can count. Came home today beat it 3rd try almost full health. I'm loving this game.
Yeah, I was proud of myself for figuring out that one lol. It's tricky, but simple at the same time.I got properly stuck for the first time failing to work out how to get past a fan. Googling and finding the answer made me super double sad.
I'm trying to remember what I did on that one. They definitely more difficult. I need to watch a video of it on youtube for a refresher, then I can tell you what I did lol.This underwater EMMI is kicking my ass. Any tips?
This underwater EMMI is kicking my ass. Any tips?
It's a new character that never appeared in any of the previous games.Question for seasoned Metroid players. Halfway through the game a surprising cutscene
Is that Chozo that got killed in front of Samus an ally from previous Metroid games? Or is there no way to be sure? Samus even took the time to speak with this character
Yeah exactly, I've seen some people say this was as linear as Fusion and I'm baffled, it lets you experiment far more than Fusion and grab items in the "wrong" order, it just requires creativity and skills. Early Gravity Suit is particularly neat.Not really getting the lack the exploration comments that keep cropping up. After getting the speedboost I decided to stray from the path and ended up getting some upgrades and then much to my surprise, the scan pulse earlier than the game intended thanks to bomb jumps. Use some initiative people. The game isn't going to tell you "YOU CAN EXPLORE NOW!!"
Someone mentioned it before, but this bears repeating. There seems to be some kind of misconception/nostalgia goggles that Metroid is supposed to be some kind of open world game That you can play however you want. Some games have been more linear than others, but Metroid has always been a series that’s generally pushes you to do things in a certain order, while rewarding players who think outside the box a little bit to change up the flow slightly. This isn’t some Breath of the Wild style world of possibilities and I wouldn’t want it to be. The genre needs a strong overall structure or there would be nothing special or exciting about sequence breaks. In terms of freedom, Dread stands with the best in the series as far as I’m concerned.Yeah exactly, I've seen some people say this was as linear as Fusion and I'm baffled, it lets you experiment far more than Fusion and grab items in the "wrong" order, it just requires creativity and skills. Early Gravity Suit is particularly neat.
That's a very good point. I think some people might have expected the game to be more open ended like a Hollow Knight or a Ori but what's interesting with Metroid is that it's always been somewhat restrictive and let's say hostile in its nature, and this manifests itself well in the level design. Notice how there's almost no large single rooms with the exception of the entrances to certain zones and even there it's an enclosed tunnel. It's always cramped, winding and claustrophobic. Metroid is an oppressive labyrinth the player can pry open with cleverness and skills, but it's never been inviting.Someone mentioned it before, but this bears repeating. There seems to be some kind of misconception/nostalgia goggles that Metroid is supposed to be some kind of open world game That you can play however you want. Some games have been more linear than others, but Metroid has always been a series that’s generally pushes you to do things in a certain order, while rewarding players who think outside the box a little bit to change up the flow slightly. This isn’t some Breath of the Wild style world of possibilities and I wouldn’t want it to be. The genre needs a strong overall structure or there would be nothing special or exciting about sequence breaks. In terms of freedom, Dread stands with the best in the series as far as I’m concerned.
Find a sensor lock door on the map. Any door sensor lock door that shuts when you walk up to it. Hover over it on the map and press Y. Check all those to start.I am lost after acquiringInvisibility
Metroid and Zelda puzzle puzzles make me feel stupid
I think the ambient soundtrack works well for certain areas, especially for places like the EMMI Zones. But yeah, it'd be nice if they added some more memorable tracks here and there.Just beated it and I may think I like this better than Super.
Gameplay is tight, the EMMI sections and the bosses are all amazing and the world design is great too.
Only think lacking is the soundtrack.
The more I play this game the better I feel it is.
It's incredibly deep and the gameplay is just on another level.
I think the ambient soundtrack works well for certain areas, especially for places like the EMMI Zones. But yeah, it'd be nice if they added some more memorable tracks here and there.
Do we know who the composer is?
Yamamoto has pretty much been the Metroid composer from Super Metroid to doing the Prime Trilogy. But both Samus Returns and now Dread, in which he is credited in as Music Director, seem much different. I wonder if as director he's taking a hands-off approach and mainly letting the other composers do it. Even so, he'd be the one shaping the direction of the music and of course would be choosing for it to be more ambient than melodic.Which is bizarre because Yamamoto composed Super Metroid.
- Kenji Yamamoto
- Soshi Abe
- Sayako Doi
Another thing I dislike about the music is that it sounds like really basic MIDI instruments. Yes, of course Metroid music needs to sound hyper electronic but put some lushness into it. Again, compare it to the amazing vangelis-like tracks of Returnal and this just pales. Hoping they’re saving higher quality music for Prime 4 since Dread is supposed to be a smaller-scale project.
I agree. I stated earlier, Nintendo games always remind me of why I like games in the first place. Nintendo always focuses on what matters the most in games and, IMO, it shows in games like MD.Haven’t finished it yet but it feels like things are starting to wrap up now. And this is messing with my head… I’m reaching the weird ”How do I enjoy other games after this?” state of mind here. Everything third person behind the character feels like it controls like shit now, slow movement, bad camera and you can’t see what’s happening around the character, janky action. Sigh. A 2D gameplay revival for AAA games needs to happen.
Well the speed block puzzles are a lot easier than I realized. I didnt quite grasp that you can charge it up then just run around and do whatever for like 5 seconds before you even have to use it.
I think Nintendo is also very very good at managing collaborations when they put themselves into it. Not to take praise away from MS, but I think Nintendo was quite hands on like they were with Retro (more than the autonomy they gave the devs on Samus Returns and Other M I think). It looks and feels so polished.This game is unbelievably good!
Samus has always been a badass, but MercurySteam really hit the nail on the head when it came to perfecting her in Metroid Dread
Sometimes restrictions (say a side scrolling camera in Metroid, no vertical aiming in DOOM classic) can be a spring of opportunities. Plus, you get densely pack the environment with details (geometry, lighting, great texturing) rivalling the best 2D hand drawn ones.Haven’t finished it yet but it feels like things are starting to wrap up now. And this is messing with my head… I’m reaching the weird ”How do I enjoy other games after this?” state of mind here. Everything third person behind the character feels like it controls like shit now, slow movement, bad camera and you can’t see what’s happening around the character, janky action. Sigh. A 2D gameplay revival for AAA games needs to happen.
Yeah and the gameplay simply gets better, imo. Imagine a big budget AAA side-scrolling game made with Unreal Engine 5, with physics and destruction and all that next gen RT jazz etc.Sometimes restrictions (say a side scrolling camera in Metroid, no vertical Simon in DOOM classic) can be a spring of opportunities. Plus, you get densely pack the environment with details (geometry, lighting, great texturing) rivalling the best 2D hand drawn ones.
Nope. Just the 1. After charging it (run and hit down) you have about 3-4 seconds to do whatever you want. Run, jump, turn into a ball. Then hit jump and any direction to boost.i just got the speed boost…is there a higher level speed boost I’m missing to do this?
I'm not with my switch at the moment. Last night I felt like I lost my speed booster charge when I jumped. I couldn't get some of the blocks I felt I should of been able to. I just watched a video this morning and I see people doing it. Idk what I was doing wrong.Nope. Just the 1. After charging it (run and hit down) you have about 3-4 seconds to do whatever you want. Run, jump, turn into a ball. Then hit jump and any direction to boost.
While speed boosting (when running to charge it up before hitting down) you can run, jump, wall jump, slide. But you can't run off a ledge.
Its honestly very weird but it is fun. Im finishing up 100% and I did have to look up how to do 2 of the speed ones so far. Just literally didn't know how it worked until I watched it on YouTube.
Hold forward. I had to go to a large room and just practice running around and jumping. I'd suggest a railroad transport purple room for practice. Practice wall jumping with speed boost, shinespark then turn into a ball, sliding etc.I'm not with my switch at the moment. Last night I felt like I lost my speed booster charge when I jumped. I couldn't get some of the blocks I felt I should of been able to. I just watched a video this morning and I see people doing it. Idk what I was doing wrong.
Oh God it's an L3/R3 input? Ugh.The game is great so far, particularly the combat. But the environments are also quite a bit better than in Samus Returns. MercurySteam may not be mid-90s Nintendo, but they're growing on me.
I have to level a complaint at the Speed Booster though--why does it require pressing the absolute worst button on the controller to activate!? I hate clicking sticks!
Almost all console shooters have sprint mapped to left stick click, so it didn't really bother meThe game is great so far, particularly the combat. But the environments are also quite a bit better than in Samus Returns. MercurySteam may not be mid-90s Nintendo, but they're growing on me.
I have to level a complaint at the Speed Booster though--why does it require pressing the absolute worst button on the controller to activate!? I hate clicking sticks!
Yeah, the stick you use to move, no less. I've played through Super, Fusion, and ZM dozens of times together and while the Speed Booster has always been slightly unnatural, I much prefer it being automatic or tied to a held down shoulder button (what I set it to in Super) than what they've done here...Oh God it's an L3/R3 input? Ugh.
That's true. But I gotta say, I find that decision completely baffling. Clicking in the stick and moving while having it held in just felt awful to me in RE2.Almost all console shooters have sprint mapped to left stick click, so it didn't really bother me