Metroid Dread thread



  • @yoshi This I agree. When you have such an important IP such as Metroid, it's both a burden and a bless to make the next one and developers will always get shit either way. I would love to have a more "progressive" Metroid and in a way it's like with the reactions to the initial showing. Some people were really happy with it while others, like me, were disappointed.

    One a more positive note, I really really like the sound design. This has been a great year for sound/music.



  • https://kotaku.com/metroid-dread-developers-criticize-studio-for-not-credi-1847863848

    Working in Animation, there have been cases where our studio did full service for the entire show (radioplay > concepts > boards > animatic edit > assets > layout > animation > compositing > online edit > post-production) but only get the credit of “Animation Services Provided by: STUDIO NAME”.

    Sometimes we get credit from, say, end credits Cards 3,4,5,6,7 (each card being a different department), and other times we don't.

    I’ve had to unfortunately share a title with someone who received the same credit as me but worked for the client company and didn’t actually work on the pipeline. That made me sad, but I had no recourse to debate it. The client company makes the credits and it wasn't in the contract that I get sole credit for that role.

    In the end, it depends on the production, the service agreement, the publisher, etc. Sometimes you want more people in the credits because the agency who granted the production money might audit and you want proof a worker from X-province or Y-city being credited. Other times you don’t want people in credits so it doesn’t look like you are double dipping across budgets / productions. I would never expect a very short term worker to get credit, but 6 months sounds like a long enough time to get credited.

    All in all, credits aren’t a one-size-fits-all—what is anyways?



  • Saw this on Facebook LMAO

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  • @mbun im not holding my breath. I got the switch oled and I still had some desyncing issues which I thought they already figured out a long time ago.



  • @bigdude1 Joycon desyncing? Probably trying to use them too far from the main system or the old hands completely encompassing them thing that there's basically nothing they can do about without making the antenna a goofy external one or making the Joycon too big for anyone's hands to fully encase. I'd be curious if your Joycon come with the conductive foam inside standard now, but there's no easy way for you to check.



  • @mbun I fixed it with The old Joycon with conductive foam. they needed a stronger antenna. I’ll mess around with it tomorrow to see if i can replicate it consistently



  • i laughed when a friend sent me this meme on Facebook

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  • Good Old David Jaffe
    Youtube Video



  • PSA: There's apparently a bug that can crash the game if you place the markers on a specific door somewhere, so try to avoid placing them directly onto doors. It is pretty obscure, and there's almost no chance you'll run into it, but it triggers at a very unfortunate place if you do run into it, so do yourself a favor and just avoid putting them right on top of doors.



  • @yoshi Sad to see a developer looking at Metroid Dread like that.

    Though it explains a lot as to why God of War is so scripted.



  • @yoshi hilarious how he can’t admit he was wrong when he just demonstrated that he was.



  • @mbun I never used the markers, how many people here have used em?



  • @bigdude1 i've only used them a couple of times. Mainly when i got fustrated with speed booster puzzles i'd place a marker by the puzzle so i could go off and do something else and then easily come back to the same puzzle later



  • @bigdude1 I really like the addition to mark things on the map but I never used it because everything gets automatically marked on the map. It's not like Etrian Odyssey or BotW where you need make your own map.



  • 0_1634686825096_FB_IMG_1634686093954.jpg



  • Metroid Dread is one of the Nominations for Ultimate Game of the Year at the Golden Joystick awards

    https://www.nintendolife.com/news/2021/10/metroid-dread-zelda-pokemon-and-mario-all-nominated-in-golden-joystick-awards-2021



  • Metroid Dread joins very short list of games I've bought but didn't finish - I've reached final boss and decided to stop wasting time. I've accepted that this is poorly designed game in terms of player guiding - there are walkthroughs, and you can use them (which I did). I’ve accepted that it’s the same loop “go forward, beat boss, get upgrade” over and over and over again – it’s not very fun, but it’s serviceable. But there’s no excuse for the lack of difficulty options when game is so insanely hard. Couple of first battles were OK, but then it quickly came down to spending half an hour on a single boss hoping to get good enemy attack RNG, so that you could stay alive long enough to deal necessary damage. Eventually I’ve started wondering whether developers know that games should be fun & rewarding and not a labor assignments.

    In short, if you want to buy this game, watch a couple of boos battles first and make sure that you are God-tier good at such type of combat. Otherwise, just play Ori – it’s much, much better game.



  • @ffff0 Haven't heard anyone else with that take. The game actually guides the player more heavily to the next objective than most without straight up slapping a waypoint marker distance meter to follow, so I'm very surprised you used a walkthrough on your first playthrough. People definitely find some of the bosses tough, but there's basically no penalty for failure. You don't have long Dark Souls-like runbacks to the boss to get to try again and you don't even have the traditional Metroid grinding small enemies for energy or ammo refills. You're right there ready to try again. It is simply about learning their patterns and making use of your kit to overcome them. If you're still struggling you can backtrack for optional energy tank and ammo upgrades to make the fights easier, and there's so many packed in the game you'll be really OP if you go after them all.

    Also, there actually are difficulty options, but you don't unlock Hard Mode until beating Normal, which is kind of lame.



  • The game is actually really good in terms of guiding the player. Every time you find an upgrade there is a place close by to wear you can use it which usually shortcuts to the way you are supposed to go.

    The bosses also don't rely on RNG. It's just about reading the patterns and be very patient, only attack when it's safe to do so. They are difficult, there is not much room for mistake so if you have trouble you should play defensively and make good use of the dash ability to dodge attacks. Focus first of learning how to succesfully avoid all the attacks.

    You really don't need to be "god-tier good", I'm not so good at video games and was able to beat this game without guides or anything.



  • @mbun Yes, there's no penalty for failure, and maybe with numerous hours of trying I would beat that final boss. But there's also no reward for success: as I said it all comes down to good RNG, and it's hard to be satisfied that you've eventually got one. So, why bother, I have better things to do.

    (I guess I need to clarify, why I’m talking about RNG. Boss attacks and general strategy aren’t that hard to figure out, especially with a guide. But some attacks are avoidable only technically – they require very precise and complicated inputs that I absolutely can’t perform, partly because Switch Pro controller sucks (it’s the only controller that hurts my right hand if I use it for a couple of hours), partly because controls layout is unintuitive (yes, I have means to use Xbox controller with Switch and I can remap all buttons in system options, but it’s too much trouble). So, to win I need an RNG that doesn’t involve those attacks. Easy difficulty would solve that problem for me, but we all know that Nintendo never heard about accessibility.)

    As for player guiding, I would strongly disagree. Early on the game locks you in a relatively big section of a map, and without any clues you have to, firstly, guess that you need to blow a wall to progress, and secondly, find that wall by trial and error. Player guiding is not either waypoint or nothing – lots of games point you in the right direction with camera movements, with lighting, with sounds, with strangely looking props. Metroid Dread does nothing of that – it wants you to get lost and beat your head against the wall. So, when you eventually find your way, it doesn’t feel good, it feels “thank God, its over”. It’s like solving a complicated puzzle without knowing the rules – it’s possible by brute force, but what’s the point of doing so?

    Finally, the game taught me that collecting every upgrade is pointless: closer to the end I’ve got armor upgrade and text explicitly said that now I will take less damage. The next boss was harming me just as bad as previous one.

    Maybe this game works for those who grew up with Nintendo and Metroid. I’m neither of those, so I’m just comparing it to other games in the genre. And it worse in all regards. The only thing that prevents me from hating this game is the fact that it was basically free (I’ve got it with promo discount and its trade-in price will be more than I’ve paid for it).