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Metroid: Dread - October 8th


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6 minutes ago, LaveDisco said:

The beauty of the parry is that it give purpose to the death cutscene. Without it, you would watch the cut scene with increasing frustration. Instead you keep engagement, and get a final Hail Mary. You fucked up to get into this situation, and it’s a super hard chance out. 
 

It feels like it can be mastered, so you keep trying throughout the ten hours you play the game. When you manage it you feel like a super star.  It’s brilliant game design. 
 

if it was easier, every fail would feel like being kicked when your down. If it was removed, the discussion would be about how frustrating the emmi’s are. 
 

A perfect example of how Nintendo design things. 


Hmmm… it doesnt feel like it can be mastered, I gave up trying, I never felt like a superstar, it felt like luck on the handful (very small hand) of times I got it right.

 

How is this a perfect example of how Nintendo design things? I cant think of anything even remotely similar.

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15 minutes ago, iknowgungfu said:

Daft question - how do you know the boss names which you are mentioning e.g. Kraid?


From the map - the room will have a boss icon in it, after you beat them. If you highlight it, it tells you the boss’ name. 

 

6 minutes ago, LaveDisco said:

The beauty of the parry is that it give purpose to the death cutscene. Without it, you would watch the cut scene with increasing frustration. Instead you keep engagement, and get a final Hail Mary. You fucked up to get into this situation, and it’s a super hard chance out. 
 

It feels like it can be mastered, so you keep trying throughout the ten hours you play the game. When you manage it you feel like a super star.  It’s brilliant game design. 
 

if it was easier, every fail would feel like being kicked when your down. If it was removed, the discussion would be about how frustrating the emmi’s are. 
 

A perfect example of how Nintendo design things. 


Yea, that kinda make sense. A bit like the Galaga mini game you got during the loading screen on (I think) Ridge Racer. Just something for your hands to do while you wait. 

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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.

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19 minutes ago, kempstar said:

How is this a perfect example of how Nintendo design things? I cant think of anything even remotely similar.

I put a lot of this on MercurySteam - they were never very good at stealth gameplay (the stealth bits in CLOS2 stopped me playing the game any more), this said I'm alright with the EMMIs overall.

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I'm near the end now (I gather) and only had trouble with one obtuse bit of design. (Early on and not really a spoiler anyway)

 

Spoiler

The bit where you have to tank through some lava. It's only a little bit so it's clearly possible. But I'd seen other lava-y routes that were impossible so I knew there'd be an upgrade along those lines, so I just kinda put it in that mental category without thinking. I do think it's a little bit cheeky. With a game like this I tend to assume you'd never *have* to take damage. But hey.

 

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Regarding the teleporters, is it at the point when ADAM says something along the lines of “You are now ready to face the last Boss” that they all become unlocked so you can travel between any 2 of them instead of the pairs they’ve been restricted to up till then?

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4 hours ago, Made of Ghosts said:

I'm near the end now (I gather) and only had trouble with one obtuse bit of design. (Early on and not really a spoiler anyway)

 

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The bit where you have to tank through some lava. It's only a little bit so it's clearly possible. But I'd seen other lava-y routes that were impossible so I knew there'd be an upgrade along those lines, so I just kinda put it in that mental category without thinking. I do think it's a little bit cheeky. With a game like this I tend to assume you'd never *have* to take damage. But hey.

 


you didn’t have to do that

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56 minutes ago, scottcr said:

Oh and folks who complain about EMMIs.

 

the one where you acquire the 

  Reveal hidden contents

Wave beam


Was *awesome*

Yeah I enjoyed that one too, trying to

work out the best angle and distance to charge and shoot from.

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On my second playthrough & the game flows so much better now I have a better handle on the level layouts & how smoothly Samus can move when I'm not checking the map every 10 seconds.

 

Entered the second EMMI zone & did the normal sound check... not in the immediate area, move on.  But as I ran down a corridor it was coming down the other way, so screech to a halt & book it in the other direction with it chasing me, but with a smooth series of wall jumps & slides I left it completely in the dust & got where I wanted to go anyway & felt like a total badass in doing so. :D

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Does anyone know the score with parrying the

Spoiler

Elite Chozo in Hanubia? Dude sparks his shield, I get the parry, a blue gem seems to appear on said shield, the immediate 'homed' rocket always flies over the top of him...what gives? Is there an effective follow up?

 

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37 minutes ago, Number 28 said:

Does anyone know the score with parrying the

  Hide contents

Elite Chozo in Hanubia? Dude sparks his shield, I get the parry, a blue gem seems to appear on said shield, the immediate 'homed' rocket always flies over the top of him...what gives? Is there an effective follow up?

 

Spoiler

Grapple the shield from him after the counter

 

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1 hour ago, Kevvy Metal said:

 

Immediately do a fast 100% run...

Then a hard mode run! 

 

If you're loving the game (like I am) don't drop and move on. NG+ time! 

 

Yeah - I'm going to try the last boss just to see him, then return to collecting stuff.  

 

I'm absolutely convinced that a 100%, no damage, speed run is possible (not by me!!!) but I'd love to see it.

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