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Metroid Dread Discussion (Nintendo Switch) [game]
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9.22/10 from 14 user ratings |
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Welcome to the official discussion thread for Metroid Dread on the Switch!
To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!
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06/15/21, 23:21 |
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Pokefreak911 said:My big problems with the game is how disconnected the areas feel, and how similar they feel to each other. The majority of the rooms are well designed, but they don't come together to make as cohesive or interesting of a world. In that sense, its a lot like Fusion. Also those Emmi rooms suck ass. they are fine when you are running from Emmis, but once you deal with them they are just...all the same?? I agree with this sentiment. It's definitely a lot like Fusion where the areas are segmented, they're designed to be run through linearly, and then there are secrets off to the side that you come back to later to pick off. And the way that each area really feels far apart doesn't really allow for ZDR to have its own identity as a planet. It's what really separates a game like Super where, sure, areas are connected via elevators and that's more or less your doorway in and out. But the areas still have that real sense of belonging to the greater whole; you can see Maridia right there all around you as you pass from Brinstar to Norfair. That said, it's still a lot better than Samus Returns in that regard. The areas in that game really blur together in my mind, and most of them don't stand out either in terms of art, level design or the events that took place in each region. At least in Dread I can look back on each area and go, "Yeah, that's the one that was mostly water" or "that's the one where I redirected the lava". Each area in Dread is mostly memorable in at least one significant way whereas I don't think that was ever the case in Samus Returns. But your point about the EMMI rooms is well put. Once you've cleared them, they're all very interchangeable as far as which one belongs to which area. |
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I didn't really have any problems with the controls, but for those that did and thought it was old school control setup for the sake of being old school and keeping tradition, and would have liked remappable controls, I mentioned this on Discord, but remember that you can go into the Switch options and remap controls there. They will be universally changed for every game, so you'll have to change them back when you're done playing Dread, but still it's something.
As for the ending, my takeaway after reading theories online is that after Samus absorbs the Quiet Robe X, his Thoha genes allows Samus to better control her Metroid DNA since the Thoha could control the Metroids (until they couldn't...), and that's why she reverted back to the Gravity Suit from the Metroid Suit. So she still has Metroid DNA, but now is maybe able to control it better. Perhaps that is where the next game will go, having Samus learn to use new Metroid abilities. |
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When this game came out, I actually played Samus Returns for the first time, instead. I was a bit leery, due to MercurySteam's previous track record. I played it on Hard Mode, and GOD DAMN, was it hard. A few hits from a boss or even normal enemies could put Samus out of commission. But the stakes elevated the thrill. And it felt truly rewarding to master the boss encounters. Aside from being a bit counter-heavy, being slightly repetitive due to its source material, and running at 30fps, it was surprisingly good! I liked how it kind of shuffled up the item order. Kind of crippling to play on the ol' 3DS, though, even with a grip.
A few weeks later, I played Dread. And it sure is a sequel to Samus Returns, gameplay-wise. Almost ALL of the above applies. So much so that I feel that people really slept on Samus Returns, due to all of the A2MR talk and it launching after the Switch. I'm not sure that Dread is that much better. Not that that's a bad thing. Both are great. The action definitely feels different with the free aim, but it's still good. And the stakes remain high, throughout, which is not something that you can say about previous 2D Metroids. Exploration and puzzles seem a little de-emphasized, but what's there is still fun.
At least on the first playthrough, Dread felt quite directed. It felt almost like a follow-up to Fusion, where the critical path was clearly laid out.
I wish the connections between different areas were a bit more organic. Even at the end of the game, I didn't feel like I could traipse around as freely as I'd have liked. There was often only one circuitous route from Point A to Point B.
The movement itself, though, felt outstanding, aside from the use of the goddamn stick button to initiate a dash. (Really, Nintendo?) Combat was really fun, too, and the bosses were fantastic.
I'm so happy to see the Metroid saga finally start moving forward again. And the payoff was amazing, definitely worth the journey.
I read that MercurySteam needed to cut out a bunch of areas in order to ship the game, and it kind of shows. Although I appreciate the briskness of the pacing, certain power-ups barely got a chance to shine. I actually liked the length of the game, though. Samus Returns did overstay its welcome a bit.
The animation in Dread was fantastic, but it did bother me to see slowdown in a few spots. And, while the overall art direction and attention to detail is nice (especially in Samus Returns, considering its source material), I would like to see more alien, otherworldly environmental art (read: Where are my fucking BUBBLES?!). Some of the enemies and backgrounds felt a little generic.
So there are improvements to be made, but both games were great, overall. I never thought that I would say this, but I'd be perfectly happy with MercurySteam (under Sakamoto's stewardship) as the shephard of 2D Metroid going forward.
Man, it's so exciting that 2D Metroid (and The Beatles) are in the spotlight again.
No more remakes! Let's keep carrying this ball down the field! |
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