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Posted

Acquired the bomb and am now travelling through my most hated chemical in video games: Water :p It sucks in all the games (except Rayman Legends) and it sucks here as well :D 

Anyways, as expected I did the same things as before: E.M.M.I. area, section with no power and powering it up, boss, get new item - order may vary. Not very exciting, to be honest. Good thing that the core gameplay (i.e. movement and shooting) is solid. :) 

Might end up just like Bowser's Fury: a solid experience for me :D 

Posted

I'm intrigued that this has a demo. It really isn't my type of game at all, but given all the praise it's been getting, I really want to give it a try. When I'm back home with my Switch I'll download the demo.

Posted
  On 10/29/2021 at 6:28 PM, bob said:

I'm intrigued that this has a demo. It really isn't my type of game at all, but given all the praise it's been getting, I really want to give it a try. When I'm back home with my Switch I'll download the demo.

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Will do the same, as usually I stop playing these games quickly. But anyway, I have to finish something like 30 games before I can start anything new :D.

Posted

Progressed quite a bit and the game got a little better when...

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Pretty sure this won't last long but for now it's great :p 

I stand by what I said: It's a Metroid game. I feel like I've played it all before. However, the pace is a lot better. Quicker gameplay and less cryptic exploration make for a much more enjoyable experience.

One big problem I have with Metroid Dread: The difficulty. You know me, I enjoy a difficult game, if it's difficult in the right way. Here, however, it's a matter of enemies hitting hard. Especially bosses. One attacked me for 1 1/2 E-tanks? Didn't even have time to figure out its patterns and I was dead after a few hits. This happened quite often as bosses usually take some time to defeat (duh).
This means that some sections (not only bosses) are just a matter of repeating them again and again to get them right, instead of having some time to figure things out. 

Also: The controls suck at times...The grapple hook is a nightmare and don't get me started with Shinespark :D 

 

It's not a bad game and I'll hold off my final judgement after I've seen the credits, but so far I simply can't agree with the high scores Metroid Dread got.

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Posted
  On 10/30/2021 at 7:46 AM, drahkon said:

Progressed quite a bit and the game got a little better when...

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Pretty sure this won't last long but for now it's great :p 

I stand by what I said: It's a Metroid game. I feel like I've played it all before. However, the pace is a lot better. Quicker gameplay and less cryptic exploration make for a much more enjoyable experience.

One big problem I have with Metroid Dread: The difficulty. You know me, I enjoy a difficult game, if it's difficult in the right way. Here, however, it's a matter of enemies hitting hard. Especially bosses. One attacked me for 1 1/2 E-tanks? Didn't even have time to figure out its patterns and I was dead after a few hits. This happened quite often as bosses usually take some time to defeat (duh).
This means that some sections (not only bosses) are just a matter of repeating them again and again to get them right, instead of having some time to figure things out. 

Also: The controls suck at times...The grapple hook is a nightmare and don't get me started with Shinespark :D 

 

It's not a bad game and I'll hold off my final judgement after I've seen the credits, but so far I simply can't agree with the high scores Metroid Dread got.

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I actually think the controls are smooth, especially the Shinespark. This the first 2D Metroid where I was able to both figure out and execute Shinespark puzzles on first play :)

Anyway I have discovered something awesome regards the 2nd big boss fight.

There is a possibile sequence break before that fight that the devs have accounted for in the fight!

 

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Def gonna try this on my next play :D

Posted (edited)
  On 10/30/2021 at 9:40 AM, Mokong said:

I actually think the controls are smooth, especially the Shinespark.

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I must disagree, but it is interesting to hear. Usually I don't struggle much with controls but in Metroid Dread I do. ::shrug: 

Quick question: I've just beaten...

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How much of the game is left (I won't go for 100%)? Possible to do in 3-4 hours until Bundesliga starts? :D 

Edited by drahkon
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Posted
  On 10/30/2021 at 9:40 AM, Mokong said:

There is a possibile sequence break before that fight that the devs have accounted for in the fight!

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Yeah mentioned this a page or so back too. The fact they put it in there is great. Will have to try it out next time I play. 

Posted
  On 10/30/2021 at 10:02 AM, drahkon said:

I must disagree, but it is interesting to hear. Usually I don't struggle much with controls but in Metroid Dread I do. ::shrug: 

Quick question: I've just beaten...

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How much of the game is left (I won't go for 100%)? Possible to do in 3-4 hours until Bundesliga starts? :D 

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I'd say that boss is round the half way mark, maybe a little before.

I started up another game on Hard. Main goal is sub 8 hours. Was kinda hopeful for sub 4 but doubt I'll get that now.

I'm at 2 hours 10 mins, just got past the mini boss when you enter Ferenia

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Beat him quick enough too as I realised it was possible to Shinespark him :D Took two Shinesparks but def faster :)

The main thing I did was I did successfully manage to sequence break the Morph Ball Bomb and got it before the 2nd boss so I did get to use it for the alt insta kill and it was satisfying :D

I did mess up a bit though that in after I got the bomb I wasn't sure on way back as I was blocked by a Grapple Block from the way I came.

There are two potential ways to sequence break the Bombs, one involves sequence breaking the Grapple Beam first, this seems to be the method that comes up most if you search for it. I decided not to do that cuz there was a lava room withna trick jump that I couldn't get :p

Found an alt method to get it without Grapple Beam, in spioler tag below.

But on way back as said thought I was stuck without Grapple Beam and thought I had to continue on. Did so and ended up in Burenia and got the Flash Shift and then realised I was stuck without the Diffusion Beam.

Checked map and realised there was an EMMI door that I missed that if I took would have brought me back to route to Cataris.

Unfortunately I used a save room in Burenia so couldn't even just reload so had to make my way back on foot, so that probably cost me the sub 4 time.

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Posted
  On 10/30/2021 at 7:46 AM, drahkon said:

Especially bosses. One attacked me for 1 1/2 E-tanks? Didn't even have time to figure out its patterns and I was dead after a few hits. 

Also: The controls suck at times...The grapple hook is a nightmare and don't get me started with Shinespark :D 

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Bosses hit hard, but they also produce a lot of health pickups. If you're low on health, try focusing on retrieving those, or avoiding everything until you get that Melee counter.

The Shinespark controls are fine... It's the Speed Booster that's the problem :heh:

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Posted
  On 10/31/2021 at 10:33 AM, Jonnas said:

Bosses hit hard, but they also produce a lot of health pickups. If you're low on health, try focusing on retrieving those, or avoiding everything until you get that Melee counter.

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Oh, I noticed that, too, but I dislike having to switch to 100% defensive mode when the entire pacing is constantly telling you to run and gun. Just personal preference.

Played some more yesterday and acquired...

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The game turned for the better once...

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Enjoyed it quite a bit during that time, but it was obvious that it would change eventually. Now I'm back to "meh".

Feels like I'm kind of close to the end looking at my equipment screen. Maybe I'll finish it today, if I'm right with that assumption.

Posted
  On 10/31/2021 at 10:47 AM, drahkon said:

Oh, I noticed that, too, but I dislike having to switch to 100% defensive mode when the entire pacing is constantly telling you to run and gun. Just personal preference.

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Hm, normally I associate "running" (moving in general) with defensive maneuvers. When I'm all-out attacking, I often forget to dodge. I guess it is a personal thing, like you said.

Posted

And that is my 3rd play done. I swear I am having more fun with this game on every play :D

Beat Hard mode in 4 hours 24 mins!!!!

Holy frak didn't expect that. Sub 8 hours was a target with 4 a dream, getting so close, def think I can go sub 4 now.

If I didn't take a wrong turn after I sequence broke the Morph Ball Bomb I likely could have gotten just under 4 hours.

 

One thing I was loving on this run was ttying to Shinespark some bosses. Realised even if their boss room didn't have enough to charge a Shinespark some it was possible to do the run from previous room and you could Shinespark at start of fight.

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Tried to see could I Shinespark the final boss, there's def room to charge it in second phase of fight but I just couldn't hit with it. Every time I charged it I would love it from getting hit :p

 

def be going for a sub 4 hour run next weekend :D

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Posted (edited)

It's so much fun watching clips like that and what speedrunners and sequence breakers can get up to in this game. It's similar to Celeste in that the standard gameplay is obviously brilliant fun on its own, but there's added depth that they don't explain to you for the pros to master.

Edited by Ronnie
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Posted
  On 10/31/2021 at 10:52 PM, LazyBoy said:

@Mokong that last one was awesome

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Especially the way the camera pans down. Like it is an extension bof the end fight cutscene. I seen vids of others using Shinespark on him but they did it from the left side hitting from the side. It still looks cool, but the extra camera pan you get from this positioning just adds to it.

Again I love those little touches they have done.

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Posted

That uppercut is definitely cooler than side on.

It's so satisfying spending a dozen tries on a boss and learning their moves inside out, then putting it all to use in one fluid run where you finally beat them, and usually with plenty of health to spare.

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Posted

I gave the demo a go, but it really wasn't for me. I hate side-scrollers, and this didn't have enough other mechanics in it to distract me from the fact that it was one.

Posted

Boss Keys has a pretty interesting video up about the linearity of Dread, and what mechanisms it uses to accomplish this:

Spoiler warning for those who have not played the game, but if you have this is a nice one to watch. I also felt that Dread was far more linear than other Metroidvanias, but it's cool to see how the devs did so. Although so many one-way routes does feel a bit cheap.

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Posted (edited)
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It is finally done! (Haven't had much opportunity to play over the last few weeks!)

I finished with about 60% of items; so now it's back to achieve 100% Item Completion...

My big writeup will be coming later on, probably after I get 100% and after 

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I'll save the big words for later, but needless to say, I've generally loved my time with this game.  Huge improvement over Samus Returns.  It's not my favourite 2D Metroid (that title still belongs to MZM), but it's definitely up there with the best in the series.

A few general things I have to say do bother me though...

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Ultimately though, these are all nitpicks in the grand scheme of things.  I thoroughly enjoyed my time with the game.  It's certainly not perfect by any means, and there are some suspect design choices (not all of which I have mentioned here today; that's for later), but overall, this game is a blast! Amazingly enough, I think it was worth the 19 year wait :D 

Edit:  Just went back and read through all the Metroid Dread Dev Diaries and watched all of the pre-release trailers... the amount of stuff that Nintendo actually spoilt prior to release is an absolute joke! Dev Diary 6 literally spoils almost every single item in the entire game! :o 

Edited by Dcubed
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Posted
  On 11/1/2021 at 6:22 PM, Dcubed said:
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It is finally done! (Haven't had much opportunity to play over the last few weeks!)

I finished with about 60% of items; so now it's back to achieve 100% Item Completion...

My big writeup will be coming later on, probably after I get 100% and after 

  Reveal hidden contents

I'll save the big words for later, but needless to say, I've generally loved my time with this game.  Huge improvement over Samus Returns.  It's not my favourite 2D Metroid (that title still belongs to MZM), but it's definitely up there with the best in the series.

A few general things I have to say do bother me though...

  Reveal hidden contents

Ultimately though, these are all nitpicks in the grand scheme of things.  I thoroughly enjoyed my time with the game.  It's certainly not perfect by any means, and there are some suspect design choices (not all of which I have mentioned here today; that's for later), but overall, this game is a blast! Amazingly enough, I think it was worth the 19 year wait :D 

Edit:  Just went back and read through all the Metroid Dread Dev Diaries and watched all of the pre-release trailers... the amount of stuff that Nintendo actually spoilt prior to release is an absolute joke! Dev Diary 6 literally spoils almost every single item in the entire game! :o 

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I didn't watch any interview or much of the trailers and still wasn't surprised by the powerups. Weren't they pretty much the usual suspects when it comes to Metroid? 

I agree with the controls, I fumbled with them right until the very end and dreaded for GB puzzles. Luckily, it as well as a bunch of other stuff wasnt really used that much. 

Posted
  On 11/1/2021 at 11:59 AM, Vileplume2000 said:

Boss Keys has a pretty interesting video up about the linearity of Dread, and what mechanisms it uses to accomplish this:

Spoiler warning for those who have not played the game, but if you have this is a nice one to watch. I also felt that Dread was far more linear than other Metroidvanias, but it's cool to see how the devs did so. Although so many one-way routes does feel a bit cheap.

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Yeah, I noticed a lot of what he was saying as I first played the game. I figured the one-way routes were a way to keep the player trapped in dangerous zones (like with the EMMI), not to mention, allowing players to more easily reach new fast-paced segments. I thought it worked well only because Dread is so action-focused.

The thing is that it doesn't really stop the game from being sequence broken, or even new players from getting momentarily lost (I did read a lot of impressions that said as much). I do wonder if this sort of design will become more common in the genre because of it.

  On 11/1/2021 at 6:22 PM, Dcubed said:
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Huh

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Posted (edited)
  On 11/1/2021 at 10:13 PM, Jonnas said:

Yeah, I noticed a lot of what he was saying as I first played the game. I figured the one-way routes were a way to keep the player trapped in dangerous zones (like with the EMMI), not to mention, allowing players to more easily reach new fast-paced segments. I thought it worked well only because Dread is so action-focused.

The thing is that it doesn't really stop the game from being sequence broken, or even new players from getting momentarily lost (I did read a lot of impressions that said as much). I do wonder if this sort of design will become more common in the genre because of it.

Huh

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Edited by Dcubed
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