Excellent point. I feel like Nintendo gets unfairly targeted if their games are hard while other developers are praised for it. It's ridiculous.It’s the same with DKCTF. The last time Nintendo made a hard game was DKCTF and it was docked points for being hard. It’s repeating with this game.
I mean...I wouldn't be opposed to easier modes in other difficult games or even the sort of options that Celeste offered. Of course, I wouldn't say a game should be marked down for just being hard
That’s definitely the one thing I will say is absolutely true. Regardless of reviews other games from non Nintendo series get praised for their difficulty and people want other series to copy those games. But when Nintendo has one game a generation that has difficulty it’s more of an issue and doesn’t get that same kind of praise.Excellent point. I feel like Nintendo gets unfairly targeted if their games are hard while other developers are praised for it. It's ridiculous.
“Too hard” claims are strange when Hollow Knight, a significantly harder game, is praised so much.
Shame it didn’t hit 90 - I just hope it’s enough of a success for Nintendo to kick off Metroid 6
Oh that is odd, I can't deny that. Plenty of difficult games get a ton of praise without being knocked down for it, like Hollow Knight, Cuphead, Celeste, action games like DMC and Bayonetta, GoW 2018, From Software's games, and more. I don't see why something like Metroid Dread or DKC should be any differentI agree, and I implied as much in the ‘From easy mode’ thread.
I haven’t read many reviews myself, but I just mean to say I’d be surprised if it was getting docked points for its difficulty in an era that sees reviewers gushing over From titles. I can’t beat From games; something about them is insurmountable. Every single major fight in Metroid started that way, but quickly turned into a puzzle I was unraveling; Vividly telegraphed moves, asking me to find the right tool for each of them, and also ample shortcuts to winning.
The hardest fight for me was Kraid, and it’s cause I started by brute forcing so much of it. But it was also the skill check I needed. From that point onward I started to see encounters as the puzzles they were.
I must admit, I do find it a bit strange how hard it has been for Dread to get to a 90 or above given how much of Switch's most acclaimed games are indie games with a similar scope. Stuff like Hollow Knight or Ori, and for games not in the same genre stuff like Celeste or Hades.“Too hard” claims are strange when Hollow Knight, a significantly harder game, is praised so much.
Shame it didn’t hit 90 - I just hope it’s enough of a success for Nintendo to kick off Metroid 6
I wouldn't say that. Sometimes one or two hits is the difference between victory or defeatThe thing with dread is if you reduce the damage from bosses then the person failing would just take longer to fail. If they aren't going to dodge it's attacks then they are still going to get hit. You'd have to re animate them to give them bigger windows and slower moves.
I wouldn't say that. Sometimes one or two hits is the difference between victory or defeat
I was thinking mostly aboutI wouldn't say that. Sometimes one or two hits is the difference between victory or defeat
Oh I wouldn't say it requires perfection either. But it definitely requires some quick reflexesyeah this game does not demand perfection. One of my boss wins was incredibly sloppy.
Oh yeah, those parts where you can pinned into a corner and constantly get damaged is rough. For something like that, it may not be quite as helpfulI was thinking mostly aboutthe experiment that heals and the chozo robots that can be really nasty with red attack spam, get pinned in a corner by that without knowing/forgetting to flash and you'd be done for.
Suppose it could have a lower difficulty where you'd do much more damage to bosses and they'd do less so you could brute force them with fewer dodges needed.
I thought Dread was significantly easier than Super
This is just my own perspective, but I also die a lot more in Dread and still feel it's easier.Dang and here I am dying like dozens of times in the first two areas alone (just shuttled over to the third)
The amount of hits you can take in super metroid is a lot more than MercurySteam's games. E tanks are also more abundant in super metroid and the games after.I thought Dread was significantly easier than Super. And especially Metroid 1, probably because of how antiquated it is.
Dread gives you so many tools to use for both exploration and boss fights, both of them become very easy once you have a little experience with each area or boss.
Dang and here I am dying like dozens of times in the first two areas alone (just shuttled over to the third)
I dont remember dying so much in Super Metroid (granted it was a while ago).
The EMMIs get me pretty good so far. Gotta say I appreciate how I pause and collect myself a bit before going thru an EMMI door. If that evocation is by design, good job Mercury Steam
Oh don't get me wrong, bosses in Dread are definitely harder- at least at first. But he overall game was harder in super, it was much harder to find your way forward and progress with the game at times. Dread is a lot easier in that respect thanks to the QoL tools and better visual signposting.The amount of hits you can take in super metroid is a lot more than MercurySteam's games. E tanks are also more abundant in super metroid and the games after.
Interesting. Mind naming some examples to underline your thesis?Nintendo games review well based mostly on their unique and exceptional level design
Pat 2D Metroid games, Prime games, Zelda games are almost carried by their level design, Galaxy games and even Mario Odyssey, there's also Pikmin and Donkey Kong and even racing games like Mario Kart and F-ZeroInteresting. Mind naming some examples to underline your thesis?
While I can't say anything about Dread -- haven't actually played it so far --, I do think the point about level design overall is an interesting one. Thanks for the response! That's something I'll think further about.Pat 2D Metroid games, Prime games, Zelda games are almost carried by their level design, Galaxy games and even Mario Odyssey, there's also Pikmin and Donkey Kong and even racing games like Mario Kart and F-Zero
all are leagues ahead of Dread in term of level design wich is mostly a generic on rail action side scroller disguised as a Metroid game
Fusion, Zero Mission, and Samus Returns are more "on rails" than Dread is imoPat 2D Metroid games, Prime games, Zelda games are almost carried by their level design, Galaxy games and even Mario Odyssey, there's also Pikmin and Donkey Kong and even racing games like Mario Kart and F-Zero
all are leagues ahead of Dread in term of level design wich is mostly a generic on rail action side scroller disguised as a Metroid game
I thought Dread was significantly easier than Super. And especially Metroid 1, probably because of how antiquated it is.
the main problem is they still let you to figure out and beat the map yourself to some extentFusion, Zero Mission, and Samus Returns are more "on rails" than Dread is imo
Eh, EMMI sections aren't exactly hard even I died a bunch too. It doesn't take long to get through with a bit of trial and error.Maybe if you don't count the EMMI sections. I'm constantly dying at those. But even then I'm not sure, Super isn't a hard game at all outside of Phantoon and Ridley (and I guess Draygon if you don't use the trick).
This game reminded me a bit of the Vita Chamber system in Bioshock. I felt freedom to run around and explore the EMMI areas because I knew what door I’d recover from, or with the bosses, I knew I could just run in and start shooting at whatever I thought would do damage and tank hits. I’d pop back up right outside the boss door.Eh, EMMI sections aren't exactly hard even I died a bunch too. It doesn't take long to get through with a bit of trial and error.
Maybe I define difficulty differently. I don't think dying a lot means a game is hard if it's still relatively easy to progress after a death or two. If on the other hand you have a ton of trouble progressing, death or no death, then I think it's hard. Super was like that to me, finding the next place to go in that was very tough from time to time. In Dread your progression is much more signposted.
Look they added a dodge roll to Forgotten LandI wish we got a ridiculously hard Kirby game to see reviewers implode in confusion.
This isn't really the case though, is it? Doom Eternal, Crash Bandicoot 4 and Super Monkey Ball Banana Mania (no reason in particular for these choices) all got reviews that docked points for the difficulty. Hell for how many mentions Souls and Hollow Knight have gotten in the thread, those also got reviews that criticized the games' difficulty and lack of easy modes, reviewers weren't any more particularly unfair with Dread as they were with hard games in general.What I don't like is Nintendo being punished for making a difficult game, and other developers being praised for doing the same because potatoes.
what dread really needs is the option to remove parry's in bosses. that shit sucks and is equivalent to a quick time event.
nothing worse than finally getting the pattern down only to not hit that narrow parry window and having to restart.
Wouldn't say it's "nothing at all" like a quick time eventIt's nothing at all like a quick time event, you're in full control of your character. That would be like calling parries in fighting games quick time events.
Wouldn't say it's "nothing at all" like a quick time event
And in fact, in regular gameplay, it can even kind of interrupt the gameplay flow. It's not as bad as a quick time event, but it's not like a super seamless parry either.
But I didn't call it a quick time event. I just said it's not "nothing at all" like it, either. And that it's ironic that we're defending the mechanic for not being a QTE, when one of the only QTEs in the game is activated by the mechanic. That doesn't make the mechanic a QTE, it's just funny, and in general I would agree that QTE I'm talking about is one of the lesser moments in the game.If you literally want to take the term at face value and call any game mechanic that requires tighter timing a quick time event then sure but the meaning is very contextual to games like God of War, Shenmue, and Heavy Rain and doesn't really apply to Metroid Dread with its parry mechanic imo.
Does the dash counter remove Samus stopping as well as the screen zooming on in the parry? I've used the dash parry but honestly it's so powerful it often just kills the enemies anyways (it has default melee damage I'm pretty sure). Because mostly when I say it can stop normal gameplay, I don't mean because Samus stays in place, I mean because the screen zooming effect. In a game about exploration like Metroid, the amount of time it takes to focus on one target instead of moving forward can stop flow.I really disagree with this. If you're properly using the dash counter you never have to stop. Check out some Metroid Dread speedruns on YouTube.
that definition is pretty explicitly describing what i'm complaining about in dread.In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task and often in an immediate game over, or life being lost and being shown a death/failure animation.
i'm only talking about bosses, where the parry is always at a very scripted moment in the fight. might as well be the Krauser boss in RE4If counter is a QTE literally every counter or parry mechanic in other action games is too