Phattso
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Post by Phattso on Oct 21, 2021 9:49:29 GMT
I believe completion is all down to the collectibles. But yes, I cleared as much of the map as I could in the rooms. It was kinda relaxing colouring it in.
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Post by dfunked on Oct 21, 2021 13:35:53 GMT
Yeah, completion % is just energy tanks, missiles and the unknown item upgrades that you annoyingly find before you find that actual item (stuff like regular bomb, morph ball, charge beam etc don't count towards it afaik)
Absolutely no point in colouring the map in, but I was still tempted to do it in every room...
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murbs
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Post by murbs on Oct 21, 2021 21:45:12 GMT
Currently at 43%….
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Post by Baines on Oct 22, 2021 2:21:38 GMT
I see a designer for God of War has caused anger amongst many for daring to call out the invisible destructible blocks as bad design. I have to agree with him though. Just because it was present in previous games doesn't automatically make it good design. I skipped Metroid Dread coverage to avoid spoilers, so I'm just catching up.
The David Jaffe thing was a bit more than calling out having to shoot a block. He made multiple Dread videos and tweets. He accidentally debunked his own claim that you had tons of places you could go at the spot where he was stuck; his own example video footage showed those other paths were blocked at that point of the game. He criticized Kena, Metroid, and Returnal as all being super challenging games, and questioned whether it was due to NES generation gamers becoming designers. He even joined in the "Nintendo's $60 game" meme, describing the $30 Shantae Switch port as "an ACTUAL great example of a modern MetroidVania".
That being said, I'm not the biggest fan of Metroid's love of "shoot the hidden block". At the same time, there are so many tells these days that it is hard to even call them "hidden" anymore. It certainly isn't like the days of Super Metroid, much less NES Metroid.
I'd honestly give more weight to the idea that Dread thrusts a lot of controls to learn/remember at you in quick sequence. I could see a beginner getting a bit overwhelmed and forgetting something.
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Post by dangerousdave on Oct 22, 2021 7:57:59 GMT
There's two distinct video game fans out there, in my opinion. Those that play for the narrative and role play, and those that play for the challenge, whether thats a mental puzzle or a challenge of physical dexterity.
The former like the illusion of challenge, but also want to feel all powerful and potentially unstoppable. They're driven forward by narrative or a percentage and will likely become frustrated if progress is halted.
The latter are happy to hit a brick wall, knowing for them the reward to overcoming the challenge outweighs any additional rewards, such as any substantial development to narrative. I think this guy falls into the former. I mean you could be a bit both, but when the question of game difficulty comes up in something like Metroid, I feel he's playing for the narrative, rather than because he likes the idea of getting lost.
I don't imagine you can get lost in God of War, no? I've barely touched it, so I can't comment, but I'm gonna guess its very linear and highly driven by story. I hope so, or my argument is somewhat invalid. Haha
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Post by Vandelay on Oct 22, 2021 7:58:27 GMT
I see a designer for God of War has caused anger amongst many for daring to call out the invisible destructible blocks as bad design. I have to agree with him though. Just because it was present in previous games doesn't automatically make it good design. I skipped Metroid Dread coverage to avoid spoilers, so I'm just catching up.
The David Jaffe thing was a bit more than calling out having to shoot a block. He made multiple Dread videos and tweets. He accidentally debunked his own claim that you had tons of places you could go at the spot where he was stuck; his own example video footage showed those other paths were blocked at that point of the game. He criticized Kena, Metroid, and Returnal as all being super challenging games, and questioned whether it was due to NES generation gamers becoming designers. He even joined in the "Nintendo's $60 game" meme, describing the $30 Shantae Switch port as "an ACTUAL great example of a modern MetroidVania". True. Most of these Internet hate figures normally start off with something that seems fairly reasonable or at least something that is an understandble position that can be debated, before shooting themselves repeatedly in the face by digging deeper and deeper. Eventually, the angry Internet mob seems normal by comparison. This one seems to be no different. Still, his initial argument of "hidden paths for the way you are supposed to go is bad design and should be left in the past" is one I can certainly get behind. Dread does fall into doing this. There are tells, but as someone not particularly familiar with the series, these were only really apparent by the time I had means of scanning for destructible blocks.
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Graxlar
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Post by Graxlar on Oct 22, 2021 8:28:50 GMT
Can we stop calling David Jaffe a god of war developer pls. I know he was creative director of 1 & 2 but it itches my brain 🤣🤣. He is the twisted metal clown.
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Post by dangerousdave on Oct 22, 2021 8:33:13 GMT
Ah. In that case throw my post out of the window. At least the God of War part. I am not trying to invalidate his argument or anything. Rather suggest this game is not for him.
Twisted Metal was for me, though. Lived the first 2 PS1 games back in the day.
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Post by Aunt Alison on Oct 22, 2021 9:33:32 GMT
I haven't played Dread (not convinced) but it sounds like it's quite linear, so having a random block stopping you progressing is probably at odds with that and I can see why people might be frustrated by it. Older Metroid games got you in the habbit of experimenting to progress Personally when I get really stuck in a game these days, my mind automatically wonders if it's a bug as it's so common now I remember playing God of War after Fallout 3 and whenever I got stuck for even a short amount of time, I couldn't help getting frustrated thinking it might be the game because I'd become so used to them playing Fallout
edit: The part that I think would be bad design, would be if the game directs the player and gives them tutorials, only to then not do that later on with an obtuse 'puzzle'. You're conditioning the player to not think for themselves and them expecting them to do just that
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mrpon
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Post by mrpon on Oct 22, 2021 10:04:59 GMT
I think the linear aspect has been cleverly hidden so to speak, in that I've not noticed it specifically, I'm two bosses in and 4 areas opened up. If I can't proceed through a certain door there be a plethora of other accessible areas I've not visited yet. It feels open world to me atm.
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deez
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Post by deez on Oct 22, 2021 10:33:29 GMT
So I've heard a bit saying this game has sold a lot compared with previous Metroids which is great news. Mind you, based on some deeply unscientific research, they still have a way to go to bring Metroid to the public consciousness Vs their other mainline games.. I'm selling both Metroid, and an average, older, Mario branded game (super golf) on eBay - as it stands , golf has double the watchers (27 v 14), and looks set to sell for more (which I find ridiculous).
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Post by KinkyMong on Oct 22, 2021 11:20:28 GMT
I'd just like to say, any item that requires the shinespark to get can absolutely get fucked into the sun.
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Tuffty
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Post by Tuffty on Oct 22, 2021 12:29:47 GMT
Not to harp on anyone in particular, but if your post is "I havent played Dread but this sounds like bad design", you really need to experience it for yourself. Dread holds the players hand thr most of any Metroid game, which isn't a criticism. It flat out tells you if you're on a seemingly dead end then shoot around, I think it even tells you this in an example where you have to do it. That and considering the game does a decent job gating you from backtracking early on so you don't get lost. In the example Jaffe gave all another possible avenues he could have taken were all blocked,l off, leaving that room the only option available. It has been thought out, more than what you might see from out of context screenshot and video.
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Post by Aunt Alison on Oct 22, 2021 14:47:09 GMT
Not to harp on anyone in particular, but if your post is "I havent played Dread but this sounds like bad design", you really need to experience it for yourself. Dread holds the players hand thr most of any Metroid game, which isn't a criticism. It flat out tells you if you're on a seemingly dead end then shoot around, I think it even tells you this in an example where you have to do it. That and considering the game does a decent job gating you from backtracking early on so you don't get lost. In the example Jaffe gave all another possible avenues he could have taken were all blocked,l off, leaving that room the only option available. It has been thought out, more than what you might see from out of context screenshot and video. No that's a fair comment - I've been reading through the thread trying to avoid spoilers but what's put me off getting it is repeatedly hearing about it being linear and preventing you from backtracking/exploring until later on, even from the people who enjoyed it
If it tells you you have to shoot hidden blocks to progress, that's perfectly fine as I said in my post, but it also makes it less appealing for me to play, especially at the price they want for it
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Post by Duffking on Oct 22, 2021 17:18:47 GMT
It's worth remembering that David Jaffe is an actual 12 year old stuck in the body of a 40 year old man. He made Drawn to Death, for fuck's sake.
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deez
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Post by deez on Oct 22, 2021 17:31:49 GMT
I got stuck at what I'm guessing is the part in question. I backtracked, and yes there is nowhere to go - so you shouldn't be stuck for more than half hour at most. You could shoot every available wall in 5 mins I'd imagine.
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Post by Flying Pig on Oct 22, 2021 21:47:11 GMT
That 2nd proper boss is very tricky. I've had a dozen attempts and still not made it to his 3rd stage. I do get a bit further everytime, but damn the bosses in this game are tough!
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lew
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Post by lew on Oct 24, 2021 15:45:27 GMT
It is a wierd game. I was enjoying it, but had real difficulty getting into a rhythm with this as I was trying to be too linear with it. Wasn't until I realised I had to go back a little bit, I started progressing again. Felt like I was meandering a bit but having just beaten the first boss, really starting to enjoy it a lot more.
I really do hope they drop the prime trilogy next year. Super Metroid is my GOAT, but never got on with Prime. Mainly due to the fucking gamecube controller.
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Post by dangerousdave on Oct 25, 2021 6:09:51 GMT
The Wii controls are best for those games, but I imagine those will be dropped for Metroid Prime 4. Just because pointer controls just don't work so well without IR and a sensor bar.
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Post by dfunked on Oct 25, 2021 7:18:14 GMT
Prime 1 plays pretty nicely emulated with an Xbox one controller, and apparently the Wii trilogy plays brilliantly with mouse + keyboard with a specific version of Dolphin.
I own the originals + the digital version on Wii U, but just don't fancy the thought of using a Wiimote or playing at low res considering how well they run with supersampling etc. Not sure how the controls in 3 will work if they ever do port it to Switch.
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Post by DakeyrasUK on Oct 25, 2021 12:05:41 GMT
My 2 cents (only just coming into this thread and catching up on last couplenof pages), after now having beaten the first 3 large bosses, a few EMMIs and a couple of robot chozos.
The game is great. Yes I did get confused early on, but as mentioned you are walled off from backtracking through the first defeated EMMI area so finding the destructible wall wasn't too bad. But I think for a newcomer to the series it is fair to draw criticism over.
But the bosses are great design, no attack cannot be avoided so great challenge is on offer to those that want it with 0 damage encounters.
Patience is key for the tougher battles and each boss has had me dead at least 5 times.
A great title to pick up and play for 5 mins or 100 mins if you ask me.
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Bongo Heracles
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Post by Bongo Heracles on Oct 25, 2021 13:27:51 GMT
I just beat the first robochozo, so about 4 hours in and, yeah, started making fairly rapid progress when I stopped bothering to explore. It dumps you in the area to get the ability which unlocks the device that dumps you in the next area to get the ability which dumps you in the next area…..
It’s pretty good and fun enough but not ESSETAIL.
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Phattso
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Post by Phattso on Oct 25, 2021 13:44:24 GMT
You might feel differently at 20 hours. It's a radically different game by the end, and some of the bosses are #ChefsKiss
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Post by dangerousdave on Oct 28, 2021 8:54:35 GMT
I finally started this last night, having owned it since launch. I'm only a few hours in so far, but it feels very, very nice to play. The controls are simple like the GBA games, but movement and response is nice and tight. With the counter/melee button and the slide I kinda feel like a ninja. It's gonna make replays of the game very satisfying indeed.
It also looks much nicer in portable mode. I'm playing on an original Switch (not the fancy OLED one), but you can see it was designed with portable play in mind. Beyond the lack of shimmering, the environment detail and HUD size all better suit the smaller display.
Still, very happy with what I've played so far. The EMMI are pretty intense. Yet to counter an attack when captured, but they've only caught me a couple of times so far. Had a number of ridiculously close calls though. Haha.
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Post by dfunked on Oct 28, 2021 10:15:24 GMT
Apparently there's now a demo for anybody still on the fence.
Definitely agreed that it was built with undocked play in mind. Even just a boost to 1080p for docked play would've made the world of difference to the presentation, which I never really got comfortable with.
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Post by killerbee on Oct 28, 2021 14:43:34 GMT
Still, very happy with what I've played so far. The EMMI are pretty intense. Yet to counter an attack when captured, but they've only caught me a couple of times so far. Had a number of ridiculously close calls though. Haha. It’s incredibly hard to time the EMMI counter - I’ve only done it twice so far and both times felt more like luck than judgement. You certainly can’t rely on it to get you out of a hole - it’s just a bonus (and a very satisfying bonus!) when it does work!
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Post by stixxuk on Oct 28, 2021 18:05:11 GMT
Demo seems good, still can't bring myself to pay £50 for it though (or any other game for that matter)
Might just about do the 2 game voucher thing but what else to get? Maybe Fire Emblem, or wait for Advance Wars?
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Post by dfunked on Oct 28, 2021 18:18:33 GMT
If you're not in a major rush just wait for the next inevitable eBay discount deal and get it from shopto/bossdeals for £10-£15 less.
I'm still looking forward to replaying it when I get through Super and Fusion. It's a short-ish game, but should be very replayable.
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Post by Aunt Alison on Oct 28, 2021 18:22:59 GMT
Demo seems good, still can't bring myself to pay £50 for it though (or any other game for that matter) Might just about do the 2 game voucher thing but what else to get? Maybe Fire Emblem, or wait for Advance Wars? Fire Emblem is a good shout if you're into the relationship stuff. It's really expanded on in Three Houses and takes up at least as much of the playtime as the tactical gameplay
It's a solid game though with an enjoyable story and I liked most of the characters. It's absolutely massive too if you plan on doing all 3+ routes
I'm going to have a look at the Dread demo at some point so I can upgrade my uninformed opinion to a partially informed one
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Post by dangerousdave on Oct 28, 2021 18:41:52 GMT
The relationship thing is the reason I didn't buy Three Houses. It was ok in Awakenings, but I didn't need anymore of it.
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