The pricing dig seems silly. Same could be said about basically every game.
Woah she is inconsistent. I only listened 7 min bc of 2 things I'm going to mention. But, I mean, if a reviewer complaines about the game doing one thing, and later complaining about not doing the same thing, that is just a silly silly reviewer.
Anywho:
- she first complsins about grapple beam being in a hard to reach and hold button, but later doesn't like that grapple beam is only used in one section of the game (???)
- she also says this is her only second Metroid game after Super, but also complains that she doesn't like stealth sections because stealth is not a thing she want's in her Metroid game... seriously?
In only first few minutes she also complains about being very hard to hold R button all the time to use missiles (lol) and intro cutscene being too long (it's only like 60-90 seconds).
Scrapping bottom of the barrel to find complains.
And people are doing the exact opposite, using the video to validate their preconceptions about the game.. . .honestly sounds like you went into this video "knowing" she was wrong and watched just enough to convince yourself you were right.
It's not that she's wrong or right it's that it's an essentially meaningless argument. How do you determine whether Dread should cost 60 dollars or less? Is it based on its budget? Do you know how much it cost? If no then what are you even talking about, some vague feeling based on the fact it's a 2D game and therefore fundamentally less valuable than a 3D one? If the value of a game is tied to its budget then do you think that these ridiculous quintuple A productions with capeshit licensing, celebrity voice acting and absurd marketing campaigns should cost 80 dollars of more? Is it based on the game's length? The game is designed to be replayed multiple times, it's not unreasonable to think one will get a solid 30 hours of gameplay out of the title. Is it because other comparable titles set a precedent with a low price point? Some games are free and have more content than retail titles selling at full price. Should all games be free?Is she wrong though? If we're tying production value to cost, which a lot of non-AAA games do, would this really cost 60 bucks in the hands of someone else?
Not going to watch, but yeah i dropped it around 30 minutes after the big iconic returning boss.
Level design was very linear and devoid of any interesting themes. Emmis got old quick, a poor attempt at mimicking Fusions SA-X. Only liked the movement and the increased difficulty.
Unfortunately Dread released in a post Hollow Knight, Ori wotw world. Might have liked it more if it had released before them.
Uh...read again, slowly this time. "30 minutes after the big iconic boss" you know who im talking about.If I go and judge Hollow Knight after 30 mins, there won’t be much to talk about.. The most sluggish bloated with poir traversal Metroidvania ever made. There would be nothing interesting to write about it in the first 30 mins.
The feeling of linearity can totally be broken. You can go completely off road in Dread more-so than any Metroids before it, there’s huge sequence and item breaks that were designed in (as in no glitch exploit, but level design).
30 mins and devoid of interesting themes? No shit?
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That's why it's up for game of the year.....I feel like this game came in with Metroid nerd fervor but went out with the whimper of a ghost fart and has already been mostly forgotten.
You shouldn’t care even if this random person was a professional game critic, it’s one of the highest rated games of the year, an opinion that goes against the grain is really just noise that can be filtered away. Unfortunately people can make money today by posting hot take videos where they go against the general consensus, it happens for all popular games. See it as a result that Metroid is popular again! Then go play the game and enjoy one of the most perfect games the industry has seen in years.Who is this random person and why should i care?
I have briefly, and I said it. I am totally unwilling to give my time to someone inconsistent and undecided on the matter. I have better things to do.I don't think you really listened to her complaints.
And here I thought she was a bad reviewer, you're making her into a AWFUL one. She should review a game as it is, maybe it doesn't fall into the genre, or is making up it's own subgenre.She's clearly talking about METROID but basing her larger expectations on the genre.
She used 7 minutes (a third of a review) on small complaints in a video for "Meh-troid" (her words)? Is there anything to discuss here, I wonder?None of the complaints she had that you've highlighted are even the major complaints (in fact she says Samus controls VERY well, despite a few oddities in button layout).
Had to change few things. Now you're right.. . .honestly sounds likeyoushe went into thisvideogame "knowing"she was wrongit was bad andwatchedplayed just enough to convinceyourselfherselfyou wereshe was right.
Love the comments that are like “thank you for giving this game an HONEST review, now I can feel better about not buying it.”
Why someone needs excuses to not buy something is beyond me. Also, at this point there’s a demo for Dread. Try it first, bozos.
And people are doing the exact opposite, using the video to validate their preconceptions about the game.
It really highlights the low point of gaming discourse.
Is she wrong though? If we're tying production value to cost, which a lot of non-AAA games do, would this really cost 60 bucks in the hands of someone else?
Whats even more impressive how offended people are that he holds this view.Wow. You found a review that reinforces your opinion and decided to make a whole thread about it.
Savage.
She speaks the truth while getting downvoted by rabid ninfanboys.
Basically her bullet points are:
-Bad mapsystem
-Stealth sections suck and takes away from exploration. Ruined the game.
-Dumb cutscenes and QTE prompts
-Forgettable music
-Should not be full priced because there are cheaper and better metroidvanias out there
Not surprised about these compliants when MercurySteam is involved. I have more faith in Retro Studios.
They're not stealth areas, you can just run through them. You can literally jump over the EMMIs.Stealth is always bad in these type of games.
She speaks the truth while getting downvoted by rabid ninfanboys.
Basically her bullet points are:
-Bad mapsystem
-Stealth sections suck and takes away from exploration. Ruined the game.
-Dumb cutscenes and QTE prompts
-Forgettable music
-Should not be full priced because there are cheaper and better metroidvanias out there
Not surprised about these compliants when MercurySteam is involved. I have more faith in Retro Studios.
It's still visible.How do we know she's getting downvoted though? I thought Google disabled the count.
Hitting on Mercury Steam how utterly predictable. The main issue with this game is that its just a little too hard for its own good
At this point I’m convinced that people just don’t like being taken out of their comfort zone. They hate the game design choice from the jump and don’t like having to adapt.I don’t get the complaints about the EMMI. How bad do you have to be to struggle on those sections? You can literally evade them even after they’ve seen you as long as you are quick.
David Jaffe got absolutely roasted for this take. Breakable walls are a Metroid staple, and the game legit tells you to look out for them.She’s not the first person I’ve heard complain about having to blindly spam shots at the scenery, hoping to hit a destructible part to reveal the path forward.
That sounds like really poor game design, and would really annoy me.
I think I’ll skip this one.
If we are talking production values, Samus' animation system alone is worth ten quid...it's been ages since I have felt that "in tune" with controlling a player character.Is she wrong though? If we're tying production value to cost, which a lot of non-AAA games do, would this really cost 60 bucks in the hands of someone else?
I don't think you really listened to her complaints. She's clearly talking about METROID but basing her larger expectations on the genre. None of the complaints she had that you've highlighted are even the major complaints (in fact she says Samus controls VERY well, despite a few oddities in button layout).
. . .honestly sounds like you went into this video "knowing" she was wrong and watched just enough to convince yourself you were right.
She’s not the first person I’ve heard complain about having to blindly spam shots at the scenery, hoping to hit a destructible part to reveal the path forward.
That sounds like really poor game design, and would really annoy me.
I think I’ll skip this one.
To be fair, he was the main person I was referring to.David Jaffe got absolutely roasted for this take. Breakable walls are a Metroid staple, and the game legit tells you to look out for them.
The game instructs the player on pretty much every one of its mechanics, but because it also trusts the player to figure out the rest, people throw a “bad design” label on it. I’d say deliberate design is more appropriate.
The way some people describe Metroid Dread you’d think it’s La Mulana levels of obtuse and Dark Souls levels of hard. It’s just not.
Exactly.It’s a hallmark of the series, but easily the first thing that should have died after the SNES era. There is no defense for obtuse mechanics like that. Just like invisible items in Pokemon.
To be fair, he was the main person I was referring to.
But can I ask a question:
Are there any tells that suggest which walls might be breakable? Like a crack, some loose rubble crumbling or a shaft of light shining through?
I’m all for game design that asks you to pay attention to your surroundings, that’s GOOD design.
But if you just need to spam shots at identical looking wall tiles until one gives way to reveal the path then why even include them? Seems like pointless busywork to me.
Exactly.
How about encouraging the player to pay attention, rather than tasking them with the Metroidvania equivalent of just clicking everywhere on the screen?
She’s not the first person I’ve heard complain about having to blindly spam shots at the scenery, hoping to hit a destructible part to reveal the path forward.
That sounds like really poor game design, and would really annoy me.
I think I’ll skip this one.
I have briefly, and I said it. I am totally unwilling to give my time to someone inconsistent and undecided on the matter. I have better things to do.
And here I thought she was a bad reviewer, you're making her into a AWFUL one. She should review a game as it is, maybe it doesn't fall into the genre, or is making up it's own subgenre.
She used 7 minutes (a third of a review) on small complaints in a video for "Meh-troid" (her words)? Is there anything to discuss here, I wonder?
Had to change few things. Now you're right.
The tells are indirect and ask the player to pay a bit more attention to the environment than "see crack in wall, shoot crack in wall". Generally if there's a thin layer of wall/floor/ceiling between you and where you want to be, or where the game seems to be leading you, it's time to test for a breakable section. If you're paying attention, you'll already be suspicious of the area and have a good idea of where to look for it well before you open fire.To be fair, he was the main person I was referring to.
But can I ask a question:
Are there any tells that suggest which walls might be breakable? Like a crack, some loose rubble crumbling or a shaft of light shining through?
I’m all for game design that asks you to pay attention to your surroundings, that’s GOOD design.
But if you just need to spam shots at identical looking wall tiles until one gives way to reveal the path then why even include them? Seems like pointless busywork to me.
Exactly.
How about encouraging the player to pay attention, rather than tasking them with the Metroidvania equivalent of just clicking everywhere on the screen?
She’s someone who plays video games that has posted a video with her thoughts on the video game in question. I thought it was sensible, well worded review that gave specific and contextual examples of her perceived failings of the game.Who is this random person and why should i care?
Yeah, fair enough.The tells are indirect and ask the player to pay a bit more attention to the environment than "see crack in wall, shoot crack in wall". Generally if there's a thin layer of wall/floor/ceiling between you and where you want to be, or where the game seems to be leading you, it's time to test for a breakable section. If you're paying attention, you'll already be suspicious of the area and have a good idea of where to look for it well before you open fire.
The game absolutely does not expect you to mindlessly spam fire at every surface in the game, if that's what you're afraid of.
Not really.Yeah, fair enough.
If you’re familiar with the series then I guess it might go without saying that you’d be prepared to look for these gaps in the geometry as the obvious path forward.
But surely you can appreciate how a modern audience unfamiliar with these games might see such an approach as a little archaic?
Edit: Don’t forget, this is the first mainline Metroid game in a number of years, and the first to launch on a system that has grown quite a sizeable “casual” audience.
It seems to me that some more modern design concessions could’ve been made without spoiling the game for existing fans.
“I can’t believe they felt the need to highlight the breakable section that I already new to look for with a little crack. I want my money back!”
Yeah, fair enough.Not really.
Either a block stands out as "hey, I'm different" or it's the same as all the other blocks.
Giving it away on sight leads to increasing irrelevancy of this mechanic for exploration. Dread is really well designed and by far most of the time you recognize some level of intent for breaking blocks. That being said, you can get lost in specific situations or if you manage to miss the tells that are pretty obvious in hindsight and I can also understand that someone not used to to this being a series staple will not be in the right mindset at first to expect the unexpected. Dread embracing this tradition yet usually guiding you towards where you want to be is where it differs from the boring gaming landscape. I do not need or want the next watered down game series that makes concessions for people that expect the game to be something that it wasn't originally, at the cost of removing its original identity.
"Let's let light shine through the block or make it seem like rubble because modern players are used to be spoonfed all information necessary to progress, because trying things out and failing can lead to frustration" is a take that has poisoned game design discourse.
Cool, that way we won't have braindead shitposters still butthurt about it 5 years later like with Breath of the Wild.I feel like this game came in with Metroid nerd fervor but went out with the whimper of a ghost fart and has already been mostly forgotten.
The bossesWhat did you find hard?
Why is a 2D platformer worth less money?Isn't this game like $60?
Metroid pedigree or not, there's no way I'd pay that much for a 2d platformer in 2021
Did the same but after 30 seconds. Man that title screen sure was shit.Not going to watch, but yeah i dropped it around 30 minutes after the big iconic returning boss.