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You pretty much read my mind, this is exactly how I felt about them game too (except I didn't 100% it).Oh right, I powered through and finished the back half of this over Christmas. My opinions are wildly mixed, but mostly the negatives seem to float to the surface.
EMMI
A nice stab at mixing up gameplay. Like many others, it didn't land for me. Stealth never seemed to work so I went evasion which meant I played my best and got lucky that the EMMI was in a good starting spot or I didn't. The penalty for failure was too low for it to feel like anything other than a chore. The Omega Cannon bits were at least a little tense sometimes.
Progression
One of the most linear Metroids I've ever played. Sure, it shoots you all over the map, but you have almost zero option to go back and explore previous sections with new abilities until way too late and the path forward... it was always clear and not clear at the same time. I had the simultaneous feeling that the map was far too complex and yet progression was far too straightforward.
Combat
Generally didn't mind the combat. Even enjoyed it in parts. I liked that bosses were fair instead of random messes. I liked that Samus had abilities that played into them. I liked that I didn't one-shot a boss on the first try most times. I like that I couldn't just tank everything. Counter move was less obnoxious than SR.
Controls
I don't like the controls. I like what Samus can do and I like the abilities, but the controls felt like a mess. I'm not talking about responsiveness or anything, Samus did what I told her. I'm talking about using every single trigger, face button, stick buttons and some of the Dpad for all the abilities. It's too much and I would argue unnecessarily complex. I've played plenty of great, combat-focused 2D games that didn't need half that many buttons to be amazing. This feels like a failure of graceful design to me.
100%
A number of the Metroid games, my favorite Zero Mission included, suffer from this. You can't really go back and clear the map for all items until inches before the final boss. Why? Why not make that organic to the process? Super Metroid did not suffer from this. From memory, Zero Mission, Samus Returns, Dread, and Fusion all had this issue (I could be less correct about Fusion, it's been a while).
Finally
I did have fun playing Dread...sometimes. I obviously played it enough to 100% it. I just don't think it's going to land in my regular rotation of games like SM or ZM. I remember a few months ago a news outlet declaring it the best Metroid in a ranking of all the games. I don't see it.
I was initially feeling this, until I saw this:Progression
One of the most linear Metroids I've ever played. Sure, it shoots you all over the map, but you have almost zero option to go back and explore previous sections with new abilities until way too late and the path forward... it was always clear and not clear at the same time. I had the simultaneous feeling that the map was far too complex and yet progression was far too straightforward.
100%Yeah the sequence breaks exist and are even intended. But I don't count that part of the core experience. I'm of the opinion that a casual play through should feel more open than it did. I shouldn't be blocked out of returning to past areas with new powerups. I shouldn't be forced continually forward. And yeah, you did get looped back but each time it was with more funnels on to keep you on a specific path. Let me venture a little further away to see the areas I can't go. Or... Gorb Forbid... let me return the way I came to an old area to use the new powers I got. I think that failing was my biggest gripe.
Whether you're okay with that experience or not is personal preference of course. It just wasn't what I would expect from any metroidvania title, let alone Metroid itself.
Oh absolutely. But generally doesn't feel like a literal door shut behind you. The big example I feel is being stuck in norfair until you get freeze beam to freeze zippers up the shaft. Feels cool, not rote?Super Metroid also funnels you through one-way passages.
Hehe. For realSuper Metroid does have the benefit of being made in 1994 instead of 2021.
There's actually quite a lot of it in Super. There's a one way door before Noob Bridge so you're forced to work it out. You're stuck in a very small area when you're due the Power Bombs (iirc all the doors forward and back are orange). Just two off the top of my head.Oh absolutely. But generally doesn't feel like a literal door shut behind you. The big example I feel is being stuck in norfair until you get freeze beam to freeze zippers up the shaft. Feels cool, not rote?
Absolutely. Not just in game design sensibilities, but also in terms of what position the series was in and how much the games cost to develop.Super Metroid does have the benefit of being made in 1994 instead of 2021.
I wouldn't say so. It's appreciably harder than Super. The controls are way more complicated. The only bit that's easier is it's much harder to get lost.Is Dread appreciably more accessible than Super Metroid?
Yeah, that's basically what I mean about accessibility. Even if the game's not necessarily easier to play than Super it does put more of a focus on aspects that try to make sure the player will stay on track and get to the end.The only bit that's easier is it's much harder to get lost.
I think this is a problem with all modern media. Compare the time between cuts in modern films with old ones - if there's greater than 2 seconds between camera cuts that's fairly abnormal. People are terrified about attention spans; as entertainment is a few clicks away at all times you have to keep people involved at all times or else. I think the fear is right, unfortunately. Discord seems to be killing forums and it's not because the quality of the discussion is any better, it's just faster. There's always something new to read.Dread is seemingly designed under the belief that the player being bored, even for a moment, is a critical failure of game design; and since a looser structure allows for that possibility— as a player could get lost, confused or stuck— it's simply not compatible with the intended pacing.
This infuriates me every time. "This game doesn't control like other games I play, therefore the controls are objectively terrible". Play the game for long enough to get the controls down (thirty minutes, tops) and see why the controls are as they are. Games shouldn't have to standardise so people can just jump in; engage with your media on its own terms. Super Metroid's controls are perfect for the game it is (once you've sorted out the bizarre mappings, I'll give them that one)Also the control are probably a wash considering Super's controls are like the number 1 thing I hear new players complain about
That's a shame, really. More games could stand to slow down every now and then and let the player take in the ambience.Dread is seemingly designed under the belief that the player being bored, even for a moment, is a critical failure of game design; and since a looser structure allows for that possibility— as a player could get lost, confused or stuck— it's simply not compatible with the intended pacing.
I was referring mainly to the lead-up there, and I was using them as examples of ambience, not non-linearity.That's not really a quiet bit though. It's about 2 minutes of quiet (maximum) and then all hell breaks loose. It's also as linear as it gets.