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conchobhar

What's Shenmue?
Great discussion here.

I agree with others that I don't think Metroid's action is particularly good, but I think that the way it uses action is nonetheless a key component of its design and identity. As I see it, the combat design is crucial in defining the shape of the game: there's enough of it to add a layer of tension and danger to Samus' spelunking, which is crucial to the atmosphere of the games; but at the same time, it's not so engaging as to make navigation a chore— you can mostly avoid encounters— which is critical to the whole "backtrack for collectibles" aspect. I think that's actually a difficult balance to strike, and not something that other search-actioners necessarily accomplish.

Which is not to say that I think Metroid cannot have deeper action, but that I think it needs to be done with consideration. Fusion worked, in my view: it had a greater focus on the action, but it also ratcheted up the tension to compensate— the SA-X, most prominently, but there's a lot going on in the game's premise and mechanics— so the balance was maintained. The series' major missteps are when they focus on the action to the exclusion of the tension, and it just falls apart: Prime 3's weightless shooting gallery, or Samus Returns' endless parade of counters. Dread looks to go further with the action— but it also has an eye to increased tension in the way of the EMMIs, so I'm cautiously optimistic this will work out.
 

Peklo

Oh! Create!
(they/them, she/her)
I'm going to explode if I have to wade through yet another yellowed stonework Chozo ruin set to choral chanting, propping up discount hieroglyphs illustrating the downfall of the umpteenth world the bird jerks colonized that we're supposed to feel sad or awed by in exploring after the fact. How noble their quest for galactic hegemony, how tragic the decline! It's just something about the series thematics that's never connected with me, and it's become harder to overlook as they've doubled down on the iconography defining entire games and their architectural styles and settings. After the second game, the first Metroid is the one I value the most and for both of them that esteem is influenced by them existing in the days before this codification occurred and settled into place, and why the remakes for both don't do anything for me, as they drag the pleasing divergences and retroactive anachronisms toward this common baseline with increased Chozo presence in every facet of what Metroid is allowed to be about. It's something I'm going into Dread with trepidation and even resignation about, as it's for so long been a point of emphasis for the series that I don't see shifting soon if ever.
 

RT-55J

space hero for hire
(He/Him + RT/artee)
oh yeah, those choral samples that play whenever you crack a seal in SR (and all sound cues it just straight-up lifts from Prime) are dire --- they instantly shatter whatever semblance of mood was in the air
 

gogglebob

The Goggles Do Nothing
(he/him)
Come to think of it, I dread anything involving Samus Aran internal monologues or whatever, but have they ever really had Samus reckon with the fact that there was a kindly society of bird people that not only accepted and raised her, but apparently made her the friggen chosen one across the whole universe... and they just up and disappeared forever? Like, the Chozo lore does always seem to be "they were so awesome until they totally whiffed it", but the only real "and this is how Samus fits into that" factoid was the lil doodle in Zero Mission's finale. Is Samus ever, like, "Man, I miss Bird Dad?" Like... even once? "There shall be a chosen one" is all over Chozo/Metroid lore, but I would like just one bit of "Samus's bird parents learned a valuable lesson about humans and the acceptance of regurgitation" somewhere in there.

EDIT TO ADD: Also, because I am at all times haunted by a monkey's paw that I can never stop: Please let Samus relay some personal bird-lore through something other than overt PTSD.
 
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I'm going to explode if I have to wade through yet another yellowed stonework Chozo ruin set to choral chanting, propping up discount hieroglyphs illustrating the downfall of the umpteenth world the bird jerks colonized that we're supposed to feel sad or awed by in exploring after the fact.
Preach
It was novel in Prime 1, but it's really been over emphasized since. I never read the nintendo power comics or whatever. I think it was a point from there.

I like it in Original Metroid, they are basically analagous to the Space Jockey. I wonder if Dread will go full Prometheus with this villain birdman
 

Lakupo

Comes and goes with the wind
(he/him)
As I mentioned before, I haven't gotten a chance to sit down and play AM2R yet, SR took up too much time for me to squeeze it in before SM and Fusion. My read on Mark Brown's conclusion is that for him both SR and AM2R diverge from M2 too much in their own ways for either to be "definitive", even though the populous will crown one of them regardless. Will that be AM2R because it apes the Zero Mission style more closely? For me, I doubt either will replace the unique properties of Metroid II.

As for the Chozo, I think the die was cast as soon as Metroid II included them as the way Samus improved her suit on SR388, and then gears start turning and then we get the dead Chozo empire of the Prime games. Nowadays, a game like Returnal has enough storytelling prowess and handwaving going on where Selene is literally saying "This alien machine wasn't made for me, but seems like I can stick my arm here we g-- whoa holy upgrades how am I still alive:"

Combat has often felt mostly like another tactile metric for feeling progress in Metroid games, and for that matter, Castlevania games like Symphony of the Night. At first, you have to be mindful, maybe enemies and rooms are dangerous, but by the end of most games in the series, Samus becomes a walking tank. Plasma beams and super missiles and power bombs shred through everything, and then you get the screw attack to literally barrel through everything--except for Samus Returns where the enemies become resistant to Screw Attack and I'm like "Get the fuck out of my way, I am tired of countering or concentrated Aeon beam blasting while I'm stuck standing in one spot for 5 seconds." *cough* There I go again. But anyway, I want the combat to become perfunctory, that's what makes Samus feel powerful. (and if you want a "challenge", then there are restrictive routes like 15 percent in ZM, etc.)
 

RT-55J

space hero for hire
(He/Him + RT/artee)
This is just a guess from the additional Lore that SR provided (been avoiding Dread spoilers), but my guess regarding what Dread will reveal about the Chozo is that their decline was the result of a factional dispute between those who only wanted the Metroids to prevent the spread for the X parasites, and those who wanted to weaponize the Metroids and the X for galactic domination. There are certainly dumber directions they could go in, though I was fonder of the places the story might go before learning that the bird people were involved.
 

Phantoon

I cuss you bad
Combat has often felt mostly like another tactile metric for feeling progress in Metroid games, and for that matter, Castlevania games like Symphony of the Night. At first, you have to be mindful, maybe enemies and rooms are dangerous, but by the end of most games in the series, Samus becomes a walking tank. Plasma beams and super missiles and power bombs shred through everything, and then you get the screw attack to literally barrel through everything
Yeah. By the end of the game Samus should be stupid powerful. Jumping is deadly. Running is deadly. Shooting is deadly. You just rip through things like they aren't even there.

If you don't do that your Metroid balance is off
 

Bongo

excused from moderation duty
(he/him)
Staff member
Impressions after three hours:

We need to get this game to a hospital immediately, because it is fucking sick.
 

RT-55J

space hero for hire
(He/Him + RT/artee)
Hoping I can walk into a store after work today and snag a copy of it.
 

Phantoon

I cuss you bad
I've played a very brief bit of this. Firstly, the constant stopping of Samus Returns seems to be gone. Secondly, it's really tense and does not mess around at all
 

Becksworth

Aging Hipster Dragon Dad
Managed to sneak in 30 minutes, so I haven't gotten out of the E3 demo area yet, but feels good so far.
 

Fyonn

did their best!
It is comical how exactingly timed every EMMI section is. Every time I think "I'm being too hard on this game" another EMMI shows up and my entire opinion is dragged kicking and screaming back to "I can't believe they decided the worst part of Zero Mission should be the basis of an entire game."
 

Bongo

excused from moderation duty
(he/him)
Staff member
I think they're thrilling. Action scenes that test your movement skill and ability to think on your feet, set in open environments that give you a variety of tactics you can try. The EMMIs are predictable, but the rules they follow are hard to observe and learn, so it really encourages you to be bold and try things that might not work. The counterattack is not reliable but it's so satisfying when you escape with one.

It's not framed like a puzzle where there's a specific solution that you need to execute; rather, anything that works is the right thing to do. Definitely puts you in a desperate situation where you have to try different things. You never feel like you have the situation under control and that's awesome to me.
 
I think they're thrilling. Action scenes that test your movement skill and ability to think on your feet, set in open environments that give you a variety of tactics you can try. The EMMIs are predictable, but the rules they follow are hard to observe and learn, so it really encourages you to be bold and try things that might not work. The counterattack is not reliable but it's so satisfying when you escape with one.

It's not framed like a puzzle where there's a specific solution that you need to execute; rather, anything that works is the right thing to do. Definitely puts you in a desperate situation where you have to try different things. You never feel like you have the situation under control and that's awesome to me.
This is pretty much everything I was hoping for from them so I'm excited, but I won't be able to play until Tuesday agghhghghg
 

Fyonn

did their best!
Every encounter with an EMMI goes one of two ways for me:
1: I die instantly.
2: Yakety sax starts playing while I lead an EMMI on a Scooby Doo chase that ends with instant death or, more rarely, progress.

I've got this whole bag of tricks that are ostensibly there to help me deal with EMMIs, but they're either not all that helpful or just delay the yakety sax part. To their credit, if not for the "any mistake means an instant game over" part, they'd be by far the best version of this in the series. But as it stands it's a semi-regular anti-fun zone that kills my enthusiasm.
 

Becksworth

Aging Hipster Dragon Dad
I would glibly describe the EMMI encounters as survival horror Pac-Man. I like them so far, but can understand others not.
 

4-So

Spicy
Every encounter with an EMMI goes one of two ways for me:
1: I die instantly.
2: Yakety sax starts playing while I lead an EMMI on a Scooby Doo chase that ends with instant death or, more rarely, progress.

I've got this whole bag of tricks that are ostensibly there to help me deal with EMMIs, but they're either not all that helpful or just delay the yakety sax part. To their credit, if not for the "any mistake means an instant game over" part, they'd be by far the best version of this in the series. But as it stands it's a semi-regular anti-fun zone that kills my enthusiasm.
Agreed. The SA-X parts of Fusion were about as tense as I need the cat-and-mouse game to be in a Metroid. For me, the biggest issue with the EMMIs is the instant death part. Instant death encounters are rarely done well and they feel just as cheap and time-wasting here as they do any most other games.

But everything else has been great so far.
 

Bongo

excused from moderation duty
(he/him)
Staff member
Applying a trial and error process to EMMI zones frustrates some players, and although I don't feel the same way, I can see why. It isn't like other stealth games where "perfect" play means ghosting it and you're meant to move cautiously from safe spot to safe spot, which you can identify easily. There are no permanently safe spots, only places you can be gone from before the EMMI gets there. Your situation can change in a fraction of a second and your movement tech will be what saves you most often.
 

Octopus Prime

Mysterious Contraption
(He/Him)
I am loving this game and everything it’s doing and am so glad I pointedly avoided all advance knowledge after the debut trailer
 

gogglebob

The Goggles Do Nothing
(he/him)
VALUABLE INSIGHT THAT MUST BE ADDED TO THE CONVERSATION: i like watching the funny robot walk.
 

Kazin

did i do all of that?
(he/him)
Firstly, the constant stopping of Samus Returns seems to be gone.

This is heartening to hear, since I was extremely put off by Samus Returns almost right away because of that, and never even finished that game. But...

Every encounter with an EMMI goes one of two ways for me:
1: I die instantly.
2: Yakety sax starts playing while I lead an EMMI on a Scooby Doo chase that ends with instant death or, more rarely, progress.

I've got this whole bag of tricks that are ostensibly there to help me deal with EMMIs, but they're either not all that helpful or just delay the yakety sax part. To their credit, if not for the "any mistake means an instant game over" part, they'd be by far the best version of this in the series. But as it stands it's a semi-regular anti-fun zone that kills my enthusiasm.

For whatever reason I was under the impression the EMMI bits would be about as frequent as the SA-X encounters in Fusion (as in, pretty infrequent but impactful), but if they're all the time -

It is comical how exactingly timed every EMMI section is. Every time I think "I'm being too hard on this game" another EMMI shows up and my entire opinion is dragged kicking and screaming back to "I can't believe they decided the worst part of Zero Mission should be the basis of an entire game."

Maybe it was a good call on my part to wait on this one...
 

Peklo

Oh! Create!
(they/them, she/her)
Done with this. Clear times: 6 hours for the initial clear with 50% items; 10 hours for 100% items. Open spoiler talk for the entire game to follow.

Metroid Dread turned out largely how I assumed it would. It seeks to rehabilitate a series that in public consciousness has been seen as having lost its way, or been absent altogether, and there's some irony to that premise of a grand return when Samus Returns of a mere four years past already had that opportunity and hopes of its own for staging the return to form, handled by mostly the same creative team. Why it didn't take as well as intended could be due to any number of present factors: the unenviable task of adapting a commonly maligned game like Metroid II; the resulting dissonance between the idiosyncracies of the source material and the crowd-pleasing sensibilities of the adapted work; the stigma of handheld gaming, and of staging a comeback on "outdated" hardware in its twilight. A rhetoric quickly arose that whatever Samus Returns was, whatever its individual merits and faults, none of it could really be applied to assessing MercurySteam and Nintendo's work on it, as the baggage of carrying Metroid II on their shoulders was too great a burden for anyone to bear. If only they could be freed from its crushing weight, the idle mutterings went.

Dread posits a relief from those ambiguous critical tensions as the first "new" 2D Metroid since 2002's Fusion, but this is promotional chatter concerned with the framing narrative of the series which Dread does plot a new chapter for. At its heart though, and in all aspects of its design and creative voice, it's as much maintaining course within the previous game's example as well as looking toward what had been in the back of its creators' minds from the start, in specifically Fusion--the game MercurySteam initially pitched a remake of to Nintendo instead of the second game in the series that they ended up adapting. Playing Dread, one cannot help but feel that the game in its pretenses of charting new ground for the series is also enormously concerned with providing closure on both ends of its creative dynamic: MercurySteam for their desire to revisit and reshape the concepts of another contested series entry, and for Yoshio Sakamoto and the narrative that he's largely been in charge of weaving for the many decades of the series's existence. In so doing, whatever is to be found in it cannot be taken as a blank slate as through its developers's priorities it's as informed and--if one deems--limited by its past as any literal remake would be.

As such, breaking free of the ostensible limitations that Metroid II's vintage design imposed on Samus Returns's otherwise modernized, conforming ethos isn't really a factor in what Dread does with itself. If the uncommonly linear and directed world structure for the series's typical context bothered in the previous game, Dread offers no solace; it is among the most aggressively directed and forward-pushing games of its type, for its series and otherwise. Fusion adopted a structure akin to this in its time, but tied it to the artificiality of its setting, the interests of its dramatic pacing, and the novel ways in which the surface boundaries were subverted and contorted due to unanticipated events in the game's world over time. Dread fashions itself, if not a freely, but a sprawlingly and interwovenly presented game space where exploration of one's navigational limits is the driving texture and appeal of the spatial story told. No compelling navigation or exploration occurs within this framework, however, as the game is insistent on nudging the player toward the nearest-neighbour primary path through the hand of its invisible design, from beginning to end. It conjures illusionary complexity in frequently taking the player on elevator, transit and teleport rides between the primary biome habitats, in service of creating an image of meaningful interconnectivity between them--these mandatory tangents tend only to break up the rhythm of play in maximizing the frequency the player is faced with a load screen in transitioning between areas, which remain as isolated from each other as they would have if such twists in the road hadn't taken place. If taken as a world to be lost or fulfill wanderlust in, Dread will turn miserably cloying in the implicit and explicit gating it places around the player's experiential journey every step of the way, at complete odds with what people tend to demand from the series.

In order to glean the most out of the game's fundamental nature, perhaps it needs to be reassessed entirely in the context that it creates for itself. Nothing about Dread communicates an interest in its nominal tonal premise, at least at first. Samus in this incarnation is the most capable and diversely qualified version of herself to survive her circumstances than she's ever been; the generously floaty and slighly slippery and momentum-full physics of earlier games now long gone, replaced with a hyperprecision evocative of snapping a mouse cursor into place on a computer screen, with the associated absence of kinetic friction. In an effort to innovate within the series's rigid traditions, she is now granted with many debuting maneuvers that in all cases prioritize additional twitch mobility to suit the game's priorities, which grants more options to the player but also creaters a layer of inadvertent challenge in mentally and physically keeping track of all the actions mapped to the game's packed control scheme it does its best to make intuitive sense of. Clutter is a sensation that arises in many aspects of the game's design, whether it's the amount of supplementary and overlapping action verbs, the layouts of the world itself, or simply perusing the map screen, a sensory overload of microdetail, aggressive colour-coding and oddly unclear visual denotation between obtained and unclaimed items marked on it. In so much effective and often arbitrary noise, it's difficult to be dreading much of anything short of yet another screen full of exacting antfarm navigation.

It's that increased aptitude at Samus's disposal that highlights the E.M.M.I.s as the well-earned centerpiece of the game. So much of Dread was absorbed by me as the rote fulfillment of a formula that I anticipated and had accepted as the series's fate going into the future, and while this is not an unprecedented upset, nor do I think that it will maintain itself past this singular instance, I'm glad the robo-stalkers are here to make at least one thing about the game worthwhile to my eyes. The game's Fusion heritage makes it tempting to view them as successors to the SA-X, but they are much more in line with Zero Mission's Zero Suit stealth infiltration sequence--that game's best mechanical and conceptual contribution to the series that it had to make. The E.M.M.I.s aren't strictly terrifying--Metroid rarely deals in outright fright--but they exert pressure on the game's design language in ways that best highlights its strengths and masks its weaknesses, in namely allowing the firmly choreographed world progression to maintain a sense of flexible menace that can be managed but never ignored or diminished--no matter how strong Samus grows in the game's power curve, contact with the E.M.M.I.s will always resolve fatally, absent of truly preternatural reflexes in securing the lone means of escape. The hyperdensity of the environmental design finds a more compelling voice in the instances of trying to navigate it expediently out of harm's way with an assailant on one's heels, as opposed to the usual baseline of penetrating its recesses slowly and methodically in search of trinkets, and so they also convincingly justify the game's unrelenting forward momentum with means that make one buy into the artifice. The face-offs with the automatons are especially well conceptualized, making practical and dramatic use of the game's camera in lining up the killing shot, and basing that opportunity on savvy use of the environment that the player was previously hounded through, in creating space between Samus and her target, while remaining conscious of the need to double back and escape to a better vantage point if needed. All of the game's design senses in how it moves, feels and the story it attempts to tell crystallizes with the E.M.M.I.s, to an extent that I mourned the dismantling of each one, for the window that now had closed in creating new angles on design concepts that badly needed that refreshing ventilation and dusting of cobwebs.

Finding value and meaning in helplessness is the tightrope the game ends up walking, in one way enforcing the acceptance of this worldview in surviving the stalking constructs, while exhibiting deep discomfort in ever allowing such a reading anywhere near its protagonist. Other M has been endlessly debated, dressed down, denounced and largely ridiculed on part of its audience in the more than ten years since its release for the narrative cudgel that it took to the series and particularly Samus's characterization, which people tend to have very strong feelings about on basis of what she represents, the pedigree of her games, and crucially to the point that was missed there, the vagueness of her personhood and how she expresses herself, allowing anyone to project whatever reading is most palatable to them and the conception they want their idea of "Samus Aran" to align with. The character assassination that Other M was labeled as was not borne out of a rejection of a meaningless "canon" so much as its adherence to a defined script at all--that it was potently infantilizing and sexist was the insult to injury, but ultimately not the cause of its widespread disavowal since. If audiences were affected by the game's storytelling to the described degree, it must follow that those on the developer side responsible for telling the story in the first place also wouldn't be ignorant of its perception in later years, especially so with MercurySteam entrenching themselves into the series's makeup, effectively blurring the lines between creator and fanbase.

Other M's existence must be acknowledged in contextualizing the decisions Dread makes in characterizing Samus and why the effort is expended in the specific way that emerges. The former game is reviled for many reasons, but it is commonly seen as emblematic of ushering in Metroid's quiet, absent years in its wake as a reaction to its failures--a legacy that MercurySteam have inherited and people are eager to see them "redeem" the series for. Sakamoto himself may just as well have been warned off of repeating the same mistakes in the years since after the critical and popular drubbing, so in this way too the stage has long been set on both ends of the creative paradigm to reject what most loudly arose to the forefront in what bothered people about Other M's writing. That is what keenly manifests in how Samus is depicted in Dread, where the absolute terror on part of the creators of reliving the days of mistreating one of gaming's most beloved characters exists in every frame and shot that characterizes Samus in absence of spoken or written word. This Samus is a take-charge, shoot-first-inquire-never sort of action protagonist; hero would be a stretch in context of the portrayal here despite the clear intent of treating her as such. There is nothing to her but a sort of aggressive boorish intimidation factor, undertaken in an effort to convey competence in contrast to the previously admonished "weakness" of character and action. Now we have a Samus who flaunts her abilities, mugs and poses for the camera as blood splatters around her, is made absent of emotion (other than violent externalization of such) in face of snarling murderbeasts as previously there was just a little too much emotion involved. It's completely overshooting compensation for past ills, just as artless and clunky as characterization for the subject, insecure of restraint being just enough or even ideal, painting a portrait of cruelty instead of ambiguity. But because the reorientation--the redemption--of Samus is coded in acceptably violent and masculine ways as expressed here, contrasting with the femininely-coded excesses of Other M, it will be read as rehabilitation and rescue of an icon long adrift.

To really get to the core of Dread and what drives it, that sense of aggression inherent in Samus in the moments she is not beholden to the player's instructions points one toward what ultimately pervades the entirety of the game and how it reasons with violence. Metroid in the sometimes past had a capability to instill a feeling of vulnerability in the player despite the fundamental arc of player empowerment that's always been in place for the games, and in light of the fantastical sci-fi premise where one steps into the shoes of a super-powered, extravagantly equipped avatar. It did this through the aesthetic and design factors of its day, where some would see limitations, while others could latch onto a tonality and expression that was reached explicitly because of those restrictions. It's a very common concept for most creative work, but especially in works that broach horror tenets as Metroid so often does; it made cavernous, repetitious scenery and soundscapes a point of identification for its atmospheric aspirations, and the combat that occured inbetween was equally as unvarnished and unstylized as a point of interaction and concern. Now, with Dread, decades of industry trends have swung the pendulum with accrued expectations of complexity and spectacle, and this is where Metroid finds itself, with increasingly aggressive enemies, setpiece bosses, multi-phase confrontations, and the constant feeling of being under siege from the game world and needing to respond in kind. It cannot be taken as some universal trend, as I'd lay much of it on the feet of who MercurySteam are as developers, where their interpretation of Castlevania was no less eager in its emphasis on celebrating the violence suggested by the thematics of the source material, made all the less interesting in their hands. It's what comes to define Dread as a play experience, as it comes by its level of difficulty not just by the Fusion-echoing high damage values, but through its commitment to the mind-numbing punctuations of violent duels that stress physical parries and other performance-based maneuvers that lead to ever more elaborate kill animations as reward for player interaction. As much as Other M may be denounced by the game within on one narrative level, in this way its spirit is still very much present regardless.

A lot of things ended up preventing me from investing much emotionally in what Dread was doing, and the above has been a partial catalogue of such. I could also point to aspects like the music, varying between tiresome (but mercifully few) remixes of old standbys, nondescript noodling, and at its worst, truly dire honka-honk mysteries that I can't conceive the atmospheric intent of; many times I would note the music in express opposition of whatever mood was supposed to be evoked by an environment or situation. This is a game of many slight sorrows and few joys for me, but within the expected parameters going from precedent. The game's most surprising curveballs are not very pleasant ones for me, as they intrude upon the narrative side of it that I'm invested in. Long story short, the primary antagonist of the game in the Chozo named Raven Beak breaks Metroid convention in what I value about it, in that this is a male figure opposing Samus, whose ultimate antagonists have always been femininely coded. Ridley doesn't matter to me, and has never mattered; Mother Brain, the Queen Metroid, the SA-X, and ultimately Samus herself are what interacts with the thematics of the series and Samus as a character to me in what I care about. Raven Beak is not only an intrusive dude, he's also a Chozo warrior and brings with him hordes of underlings to fight against, ceaselessly, and ensures this game either doesn't escape being defined by their presence in the process. The worst of it however is saved for the last, as we have the double jeopardy of a literal "I am your father" revelation with him being the DNA donor for Samus's particular Chozo-enhanced physical prowess, and a completely preposterous character-action final boss battle separated into phases of increasingly tonally flat action. This is the narrative flub of the game and what it orients around, not so much for the silliness of "I shall clone Samus Aran, the strongest Metroid", but in how it discards the series's longstanding--intentional or otherwise, I care not--matriarchal themes and struggles in favour of just another god complexed and patronizing overlord father. I guess there's some oedipal catharsis to be had in dueling one's one-winged angel dad to the death and blasting him away when he mutates into Kraid (don't ask, I think), but it rather clearly illustrates that whoever this is meant for or made to appeal to, it is most certainly not me.

Following that sentiment, I can't truly claim that Dread disappointed me: I had mostly scried what it would be before I'd played it--not for obsessively tracking it before release, but in simply recognizing what the series has focused on for a long while now, and particularly under this creative leadership. I don't resent Dread, or even think it's a bad game; I think most people will enjoy it a great deal and I would probably even agree with many of the arguments made in its favour in isolation. I just can't begin to care about it, not in the way media I actually like compels me to. It could've gone worse after a fifteen-year wait, I suppose.
 
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Peklo

Oh! Create!
(they/them, she/her)
The game has some absurdly demanding sequences to obtain particular items and more than once I doubted whether the solution I had in mind was actually doable, because the execution seemed so stringent. Doing precision inputs and platforming in a game that has no control options and only offers analog movement is certainly a choice.
 

Becksworth

Aging Hipster Dragon Dad
The Switch does allow you to remap controls in the system settings, though if games are going start leaning on that they should let you set them on a game by game basis. Also that won't necessarily help with wanting digital over analog movement.
 

Fyonn

did their best!
For whatever reason I was under the impression the EMMI bits would be about as frequent as the SA-X encounters in Fusion (as in, pretty infrequent but impactful), but if they're all the time -
There appears to be one of them per area of the game - seven of them, as the intro establishes - with a big chunk in the middle of every area dedicated to being a EMMI Zone. They're literally even called EMMI Zones in-game.

I want this game to release on PC (it obviously won't) so I can install a mod that auto-succeeds the EMMI counters. If EMMIs dealt like half your maximum health per grab, and Samus automatically succeeding getting away from the second counter chance if she was above a certain health threshold, I think that would be massively improved already.

Since the game just plops you right back outside of the EMMI Zone if you die in it, EMMIs showing you a game over screen is just an annoying waste of time. I'd have stopped playing entirely if that weren't the case, but damn if it ever doesn't also highlight the problem. The only times the game auto-saves, as far as I can tell, are picking up major upgrades and every time you have to deal with an EMMI.

That said, the combat design in this game is massively improved, and once you start to learn to parse it, the map is incredible. Samus's movement has never been smoother thanks to the inclusion of a slide. The game does a lot of really cool-to-look-at liquid dynamics stuff. There's a world where I'm saying "this is the second best Metroid game." Instead it's like, I might finish this game. I'm definitely never replaying it.
 
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