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HarMGM

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  1. Good news from Japan once more, for those interested of course. Second week numbers are in for Dread and the game had a 74% drop in sales, selling 22.221 units compared to last week's 84k~. That might sound like a heavy drop, but Samus Returns had a 72% drop in its second week with much lower opening numbers. Going from 28k~ to 8k~ for its second week. Add up that Switch software has a much better digital ratio then earlier Nintendo platforms, even in Japan we've titles go up towards 50% digital, and Dread is already the best selling Metroid in about 3 decades or so. As things are going right now, it will probably break 300k in Japan either this year or next. Unheard of for Metroid since the days of Super(which sold 500k). As a nice bonus, Dread in its second week was able to outsell the PS5 version of the new Demon Slayer game. Insane. If people are interested, I could give little updates like this every week.
  2. For anybody struggling with the last boss, here’s a tip: whenever he decides to drop his dark/sun ball thing, use a powerbomb. Instantly negates it and it gives you a nice bit of health and ammo power-ups. Worked wonders for me.
  3. I've gone and gotten 100%. Felt pretty statisfying.
  4. 12 hours on my first run. Going back for hard mode.
  5. For anybody who's looking for a nice, detailed summary for what went down with salesERA(as it was called) here's a twitter link: https://mobile.twitter.com/ReseteraTakes/status/1441062519884419074
  6. This needs to be adressed in some shape or form. This shit is just inexcusable.
  7. Some good news from Japan has come regarding sales of Dread. In its first few days, Dread sold 87.000 units. That makes Dread the Metroid game with the best launch week numbers of the 21st century. However, it also means that it has outsold the following games (LTD) in the series: Metroid: Zero Mission - 85.045 Metroid Prime -78.384 Metroid: Other M - 75.578 Metroid Prime 3: Corruption - 74.647 Famicom Mini 23: Metroid - 50.353 Metroid: Samus Returns - 42.437 Metroid Prime 2: Echoes - 40.355 New Play Control! Metroid Prime - 20.607 Metroid Prime: Pinball - 15.541 New Play Control! Metroid Prime 2: Echoes - 12.427 Metroid Prime: Federation Force - 6.090 Only Hunters and Fusion were able to sell more over their lifetime on the market. At 90k for Hunters and 155k for Fusion. Their launch week numbers were 32k(Hunters) and 49k(Fuion). Keep in mind that the firgure for Dread doesn't include digital sales so it's probably already cracked 100k in Japan. Only Super Metroid and the first Metroid went higher at 500k and 1 million respectively.
  8. I do quite like the EMMI sections but I have to come back on what I said earlier and say that SA-X encounters in Fusion are a much better execution of the same idea. Mainly because of one little word: escalation. Whilst the SA-X encounters are heavily scripted, each encounter is distinct and builds on the last encounter. The first two times you encounter her you have to hide and make sure you're not seen but by the second it goes "Oh no, a powerbomb!" just to scare the player into giving themselves away. The third time you get a chase sequence and finally the fight. The EMMI never evolve beyond their first encounter save for some extra stuff put on top like the morph ball functionality or ice-beam shenanigans. It makes them obstacles rather then fearsome foes. A much better approach to the same concept would have been to introduce EMMI that didn't have a dedicated section of the map they patrolled but actually make them scower the area you're visiting. Also, making sure there were more ways then one to kill them would have been nice. The EMMI Chase/CU fight/EMMI fight structure made it too predictable. Which is a bit of a shame because Dread overall manages to surprise in ways I never expected it to.
  9. Hadn't seen that, that kind of shows that whatever he's saying valid/not valid is in incredible bad faith.
  10. Not to my knowledge either. Anyways, here's his video. I can see what he's talking about with regards to the game not giving enough of a heads up about which blocks can be shot and which ones can't, but hidden blocks and figuring out where they are is such a core aspect of the series, especially with how later shinespark and bomb puzzles make you go "how the hell do I get there?". The Prime games were always much more upfront with shootable blocks but those never captured the same A-HA! moments for me in the way the 2D games did and even Dread manages to do. Still, I've seen some people complain about it enough that it seemed like a topic worth bringing up.
  11. So, do we discuss David Jaffe still around these parts? Because he’s uploaded a video moaning about hidden blocks and how games shouldn’t be designed ghis way anymore and I was wondering if I should post it unless he’s persona non grata around these parts these days.
  12. One of the many highlights is seeing so many sequence breaking that i’m already planning for my route on hard mode. Edit: Holy hell, I just discovered you can melee counter while in morph ball mode. Samus does a backwards flip when you press the melee counter button in morph ball.
  13. If the worst case scenario comes to pass and we have to say goodbye to the 2D series, at least Dread ends it on a nice little high note. Especially after two middling entries before it.
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