Metroid Dread | NSW | Demo now available on the eshop

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Hexx
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Hexx » Tue Oct 26, 2021 3:08 pm

Jenuall wrote:Purple is the trickiest certainly, but I didn't really find much wrong with the EMMI concept in general myself. I quite liked the change of pace and tactics required.


You've always been a clownhole.

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Robbo-92
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Robbo-92 » Tue Oct 26, 2021 3:17 pm

Once you get the Omega Cannon the last blue and purple E.M.M.I’s are business as normal, albeit a bit quicker! I enjoyed the concept but still felt the blue and purple ones still felt ever so slightly cheap in how they can demobilise Samus briefly, as it’s great fun getting stunned/froze going between rooms, add in the water and lack of gravity suit on the first run through the purple ones territory and it can get a little tiresome in my opinion.

Had a couple of goes at the last boss again this morning, didn’t die quite as quick so progress I guess? Think I’m going to need to dedicate a good couple of hour session to it and hope that repetition will massively aid how long I survive or defeat them :lol:

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shy guy 64
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by shy guy 64 » Tue Oct 26, 2021 3:30 pm

Jenuall wrote:Purple is the trickiest certainly, but I didn't really find much wrong with the EMMI concept in general myself. I quite liked the change of pace and tactics required.

Still need to mop up a few more items before tackling the end, up to 80-odd percent now


really? i felt it went a lot smother than the others

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Jenuall
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Jenuall » Tue Oct 26, 2021 3:33 pm

shy guy 64 wrote:
Jenuall wrote:Purple is the trickiest certainly, but I didn't really find much wrong with the EMMI concept in general myself. I quite liked the change of pace and tactics required.

Still need to mop up a few more items before tackling the end, up to 80-odd percent now


really? i felt it went a lot smother than the others

Only in that you spend the first section without the Gravity suit and with a fair amount of water around it slows you to the point where avoiding the EMMI can be harder than it has up to this point

Otherwise yeah I still don't think it was especially painful in the way that many seem to have found it.

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Jenuall » Tue Oct 26, 2021 3:33 pm

Hexx wrote:
Jenuall wrote:Purple is the trickiest certainly, but I didn't really find much wrong with the EMMI concept in general myself. I quite liked the change of pace and tactics required.


You've always been a clownhole.

I try my best ;)

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Robbo-92
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Robbo-92 » Tue Oct 26, 2021 4:25 pm

Attempting the final boss again now…… I’m awful at reading their moves :fp:

Edit, finally got the 3rd stage and got promptly obliterated :lol: the second stage properly drags on, most damage I took in this phase was actually hitting the boss itself :fp: couldn’t get a power bomb loaded quick enough :(

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Robbo-92 » Tue Oct 26, 2021 5:21 pm

Done! I finally got good against the last boss and smashed them :datass: although my hands were trembling as I was mashing Y :lol:

Loved the very last part of the game, shame we didn’t get to play as Metroid Samus for longer, that alone is crying out for a fully optional new game plus (as speed runners obviously start afresh each time) so you can absolutely wreck havoc anywhere in the game, easily get upgrades with the new beam, obliterate E.M.M.I’s as soon as you come across them and just basically steamroll through the world as a fully powered up Samus from the off, sadly I don’t see them adding anything like this, much like they probably won’t add an easy mode for the people who really are struggling with the difficulty (as I imagine there are people who are struggling with it, it’s definitely not an easy game at all). Ended with a finish time of 13:43 with 80% item collection and got the Zero Mission artwork for my efforts! My Switch says I’ve been playing over 20 hours though! Shows how much I died :lol:

Despite my kind of minor complaints in here about the difficulty, it’s just about right most of the time, hard enough for the most part and it really rewards you for learning the attack patterns of enemies so you feel amazing once you ace a boss. I’d probably give it about a 9/10, it’s an amazing game, Samus controls amazingly, the characterisation of Samus is superb, the world is great fun to explore, the bosses are great for the most part (but hard when you first try them! :lol:), but the last 2 E.M.M.I really spoil the flow of a fantastically paced game (unless you get lost by not picking up an upgrade…….). It’ll definitely be in contention for my GOTY, one that I’ll replay at some point as well (maybe with a guide for helping with the collectibles).

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Jenuall » Tue Oct 26, 2021 11:00 pm

Seem to be locked in an eternal stale mate with this final boss... He's not hurting me but I don't seem to be hurting him either! :lol:

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by shy guy 64 » Tue Oct 26, 2021 11:02 pm

Jenuall wrote:Seem to be locked in an eternal stale mate with this final boss... He's not hurting me but I don't seem to be hurting him either! :lol:


if hes got a gold aura keep pelting him with missiles until he beckons you forwards at which point counter

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Victor Mildew
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Victor Mildew » Tue Oct 26, 2021 11:08 pm

Jenuall wrote:Seem to be locked in an eternal stale mate with this final boss... He's not hurting me but I don't seem to be hurting him either! :lol:


GIT GUD

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Jenuall
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Jenuall » Tue Oct 26, 2021 11:51 pm

Done. 100% items, just over 10 hours.

Very good game! Will post more detailed final thoughts when it's a more reasonable hour!

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Johnny Ryall » Wed Oct 27, 2021 12:00 am

Finished it on hard earlier just over 8 hours and 52% items. No bad considering I got lost haha. strawberry floated that lost boss up easy this time around.

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Qikz » Wed Oct 27, 2021 12:41 am

I've stopped just before I think the final boss and there's many areas where I'm on like 50%-90% items, but im looking everywhere and not finding anything. I can't tell if I'm just stupid or if they're just really hard to find.

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by site23 » Wed Oct 27, 2021 1:40 am

Qikz wrote:I've stopped just before I think the final boss and there's many areas where I'm on like 50%-90% items, but im looking everywhere and not finding anything. I can't tell if I'm just stupid or if they're just really hard to find.

There are a few really tricky ones!

Make sure you check the map for flashing rooms, or suspicious empty spaces (that could be secret rooms). Use the scanner upgrade and/or the power bombs on any room that might be suspicious to reveal everything.

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Jenuall » Wed Oct 27, 2021 9:49 am

To follow up on my brief comment last night - I've finished this now and have to say that overall it was really, really good!

I love the movement and control of Samus in this game, for my mind it's probably the best the character has controlled in a 2D game to date. The moveset is varied and interesting, every power and upgrade brings a tangible benefit to how you traverse the world and deal with enemies and learning to make the best use of these is really enjoyable.

I do still think that Samus's jump is a bit borked, though not to the same extent as in some earlier games. I still found myself getting occasionally frustrated when she fails to enter a spin jump for some reason (why even have two types of jump?!), or by the overly finickity timing window for when you can initiate a follow up space jump (why not just let me double jump at any point after the first jump like basically every other game ever made?!)

The graphics were far better than I was expecting based on the early trailers and I actually think it ended up being a really nice looking game with some lovely design and atmosphere. Performance was pretty solid for the most part but there was still more slowdown than I would have liked which was a bit disappointing. Particularly toward the end when I was going around mopping up items it seemed to start really struggling at times. Loading times left quite a bit to be desired as well, transitions between areas really should be quicker than what we had here. I was replaying Mario Odyssey over the weekend and that game can fling Mario between these massive open 3D worlds in a far quicker time than this game seems to manage to load which makes no sense and makes me think that they either made some bad design decisions about how the game was put together or simply didn't have enough time to properly optimise things at the end.

Speaking of things being slow - some of the UI aspects could have been better, again mainly thinking around area transitions. Why they feel the need to make the process so slow baffles me, especially as you end up doing quite a lot of zipping around the areas by the end. The sequence of stepping on the floor pad, waiting for it to activate, waiting for a menu to pop up to show you where you currently are, then highlight the transition between your current area and the next one, then zoom in to show the map of the area you are going to, and then FINALLY giving you a prompt to say "Do you want to go here?" is insane - maybe do it like that the first time but after that if I stand on the pad just ask me straight away if I want to travel, or at least make all of the UI nonsense skippable!

Bosses were almost universally excellent in this, I really enjoyed the variety they offered throughout the game and have to say that I find the final boss to be fantastic - a really nice finale that encouraged the use of lots of upgrades that the player had come to be familiar with over the course of the game

Overall I don't think this will take the crown for "best Metroid" in my book - it doesn't match up to the tone and atmosphere of Fusion or the brilliant design and world building of Prime 1 for me, but it's still a fantastic achievement and easily my favourite Switch game of 2021 so far! :toot:

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Victor Mildew
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Victor Mildew » Wed Oct 27, 2021 10:09 am

Jenuall wrote:
Speaking of things being slow - some of the UI aspects could have been better, again mainly thinking around area transitions. Why they feel the need to make the process so slow baffles me, especially as you end up doing quite a lot of zipping around the areas by the end. The sequence of stepping on the floor pad, waiting for it to activate, waiting for a menu to pop up to show you where you currently are, then highlight the transition between your current area and the next one, then zoom in to show the map of the area you are going to, and then FINALLY giving you a prompt to say "Do you want to go here?" is insane - maybe do it like that the first time but after that if I stand on the pad just ask me straight away if I want to travel, or at least make all of the UI nonsense skippable!


I suspect that from the moment you step on that plate, it starts preloading for the next area, and all that gumpf is to hide it (like gap squeezing in other games). When you say no, it dumps that data, if you at yes it then keeps loading with that crap repeating image of samus.

Hexx wrote:Ad7 is older and balder than I thought.
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Jenuall
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Jenuall » Wed Oct 27, 2021 10:18 am

Victor Mildew wrote:
Jenuall wrote:
Speaking of things being slow - some of the UI aspects could have been better, again mainly thinking around area transitions. Why they feel the need to make the process so slow baffles me, especially as you end up doing quite a lot of zipping around the areas by the end. The sequence of stepping on the floor pad, waiting for it to activate, waiting for a menu to pop up to show you where you currently are, then highlight the transition between your current area and the next one, then zoom in to show the map of the area you are going to, and then FINALLY giving you a prompt to say "Do you want to go here?" is insane - maybe do it like that the first time but after that if I stand on the pad just ask me straight away if I want to travel, or at least make all of the UI nonsense skippable!


I suspect that from the moment you step on that plate, it starts preloading for the next area, and all that gumpf is to hide it (like gap squeezing in other games). When you say no, it dumps that data, if you at yes it then keeps loading with that crap repeating image of samus.

Possibly, although I wouldn't put that much faith in the developers trying to be clever at this point! If they are already loading that early then it makes the long load times after all this even more ridiculous!

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Hexx
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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Hexx » Wed Oct 27, 2021 12:10 pm

Well last boss is a gooseberry fool

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Jenuall » Wed Oct 27, 2021 12:13 pm

I've seen so many people complaining about the final boss - it didn't seem especially bad to me, it's no walkover but once you learn the patterns for the various phases I don't think there is anything particularly unfair going on?

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PostRe: Metroid Dread | NSW | OUT NOW! | 89 Metacritic
by Tomous » Wed Oct 27, 2021 12:17 pm

Jenuall wrote:I've seen so many people complaining about the final boss - it didn't seem especially bad to me, it's no walkover but once you learn the patterns for the various phases I don't think there is anything particularly unfair going on?



Yeah I agree.

At first he feels way too quick but once you break it down and understand the tells and get into the rhythm it's not too difficult at all.

Very generous with health and ammo refills too.

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