Something that I think was understated, was how it contextualized the old trope of using new upgrades in old areas. I mean, yes, upgrades are right around the corner, and the way forward is close. But, each loop you go through within the world, you really feel the progress you have made, because it uses older upgrades in the progression as well. It’s a shame that he didn’t bring up the fact that the world actually changes throughout the game too, lending for an amazing sense of progression, and allowing you to experience new gameplay in old areas.
I really feel that this episode of boss keys was a little half baked, and I really think it’s because Mark was disappointed in it. There is so much more to the design of the world and exploration than he led on. From what mark said, he seems to think that the thing Dread has going for it is pacing, combat, and boss fights. But there is so much to it than that! It has really clever puzzles, traversal mechanics, and platforming challenges too. I feel like all of those has went under the radar. Also, he really didn’t mention the Emmi too, which is like, one of the biggest reasons you’re pushed forward so much. You don’t want to exploration of emmi zones with the Emmi active, and more often than not the item the Emmi gives you allows for greater exploration of that area.