this post was submitted on 28 Sep 2023
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Patient Gamers

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I struggled with Samus Returns and the Prime games weren't my vibe, so I have to go back a long way for great Metroid. After seeing good reviews and a lot of positive word-of-mouth for Metroid Dread, it was near the top of my list of games to play when I'd finally pick up a Switch.

I was finally able to get my hands on my own copy of the game recently, and it started out promising, tapping into some of my Super Metroid memories. Unfortunately, I never really did get on with the game's stealth sections--if you want to call it that--with the EMMIs. Frustrating doesn't even begin to describe it. I hit game over more in this game than in every other Metroid game I've played, combined.

The game does eventually open up and it quickly grabbed me when it did. There is some incredible boss design here and (mostly) good map design. Locking map connection shortcuts behind power bombs wasn't a good move considering when you get them, but that faded to a minor annoyance by the end. After Samus Returns, it's easy to forget that you're supposed to get a bit lost.

What may be the highlight for me was, surprisingly, an interesting story. It's mostly told through atmosphere and subtle storytelling, like Hollow Knight, but there are some well-crafted cinematics sprinkled in. Samus is as expressive here as I've ever seen her. A really satisfying ending caps it off.

I'm excited to see what's next for the series. It's just a shame Dread has the EMMI sections because it just about guarantees I'll never replay it.

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[–] Redkey 19 points 1 year ago (4 children)

This isn't a slight against you, OP, or this game, but I'm just suddenly struck by the way that, "aside from the first few hours," or more commonly, "it gets better a couple of hours in," has become a fairly common and even somewhat acceptable thing to say in support of a game, as part of a recommendation.

As I get older I'm finding that I actually want my games to have a length more akin to a movie or miniseries. If a game hasn't shown me something worthwhile within an hour or so, I'm probably quitting it and never coming back.

[–] [email protected] 7 points 1 year ago* (last edited 1 year ago) (1 children)

The thing is, different people have different tastes, and adding depth and complexity in a way that isn't overwhelming to the majority of customers takes time.

You can't just drop everything in from the start. You have to build in a sense of progression, and games with a certain level of mechanical depth are always going to shine most once you have expanded out into seeing the possibilities of what they can do. If you drop it all in at once, many of the "lower level" mechanics get trivialized and never explored properly by most players, removing a lot of the subtle details of what they allow.

Even going way back to something like Mario without a bunch of abilities, level 1-1 starts you out with a simple map and it slowly builds out. It needs to for you to learn it well enough to succeed at later levels (without prior platformer experience, which you can't assume).

[–] Redkey 1 points 1 year ago

I think that we mostly agree. My contention is that pretty much the entire game should still be engaging to play; having a long total play time shouldn't excuse that, and a shorter play time simply doesn't allow for it. Plenty of games have shown that it's possible to gradually layer mechanics one or two at a time, creating experiences around those smaller subsets of abilities that are still entertaining. I work in education and this idea is vital to what I do. Asking students to sit down and listen quietly as I feed them a mountain of boring details while promising, "Soon you'll know enough to do something interesting, just a little longer," is a sure-fire recipe for losing my audience.

And as I think you may have intimated, creating environments that require the use of only one ability at a time reduces those abilities to a boring list. When you've finally taught the player each ability in isolation, and suddenly start mixing everything up once they get to the "good part" of the game, they'll virtually have to "relearn" everything anyway.

We don't need to give the player everything at once to make our games interesting, but we do need to make sure that what we're giving them piecemeal is interesting in the moment.

[–] [email protected] 5 points 1 year ago

Totally valid. In this particular case, I had seen enough flashes of things I'd like to be reasonably sure I'd like the game more later on (although I didn't know at the time that the EMMI sections are mostly front-loaded). There may have been a bit of undue faith in the genre and the property involved, too.

That said, I certainly have no problems dropping a game early if I'm not connecting with any of it.

[–] [email protected] 3 points 1 year ago

But how are companies going to trick you to play longer than the 2hr steam refund window?!

[–] [email protected] 2 points 1 year ago (1 children)

It might just be a metroidvania thing in this case, I think. You start with no tools at your disposal, you gotta go collect them. Hollow Knight also sucked for me without the Steady-something charm and dash. Now it‘s great. But it‘s not like every genre and/or game is or has to be for everyone and I get where you‘re coming from.

[–] Redkey 1 points 1 year ago

I can't respond directly because I haven't played either Metroid Dread or Hollow Knight specifically, although I've played and enjoyed many other metroidvania games, including the majority of the Metroid series (I even enjoyed Metroid Other M... mostly). But I'll say that there's no rule that prevents metroidvanias from being entertaining until you unlock some specific part of the ability set. The search to unlock new abilities should be fun itself.

[–] [email protected] 6 points 1 year ago

For me it was the opposite, I loved the oppressive atmosphere in the EMMI rooms, and kinda was a bit deflated later when they stop being a problem.

Still, a phenomenal game, really enjoyed it.

[–] [email protected] 5 points 1 year ago* (last edited 1 year ago) (1 children)

I liked the remastered Prime and Dread. I got pissed at a couple of bosses but eventually beat the game twice. I think it is really dumb that N has no sense of history. Every single Medroid game should be available on the Switch. I might actually play them. I've played both Zelda's and the two Metroids and liked them, but I've gotten a few other games, and they are just junk. The lack of demos and the sheer volume of over priced crap mixed with budget garbage makes it a thing I just don't care to play. It feels like a scam by design. I will never again in my life play a freemium game, and I'm not interested in browsing junk to try and find a double A title that might be half decent. IMO they should only make games like Metroid and BotW/TotK and make every title worth playing.

[–] [email protected] 1 points 1 year ago (1 children)

IMO they should only make games like Metroid and BotW/TotK and make every title worth playing.

Those games takes years to develop, and quality is subjective - not everyone has the same taste. Kind of a hilarious request I'd say

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

I agree with you. I also sympathize with the above comment's sentiment. The issue is that a lot of games released on PC / other consoles take much longer to release on the Switch, if they come over at all. (ie Red Dead Redemption 2 may just now be coming to the Switch)

So a PlayStation owner for example will have a much larger library of quality games to choose from.

This is why I have found myself personally touching my Switch a couple times a year versus every day like I used to.

[–] [email protected] 3 points 1 year ago (1 children)

I loved the game but totally agree on the EMMI sections, I just didn't enjoy those and they're all basically the same.

[–] [email protected] 1 points 1 year ago (1 children)

What’s this EMMI y’all keep talking about?

[–] [email protected] 2 points 1 year ago

They're enemies in Metroid Dread that patrol special zones of the map. They're invulnerable to everything except for a specific, single use power-up in their zone. Until you find the power-up in that EMMI's zone, you have to sneak around or evade the EMMI

[–] [email protected] 3 points 1 year ago (1 children)

Shinespark puzzles were ridiculously hard in this one, only Metroid game I did not 100%, oof

[–] [email protected] 2 points 1 year ago (1 children)

I think there were like a half dozen of these where I thought "oh, well, that's impossible. I guess I get some upgrade later." Nope, lol.

[–] [email protected] 3 points 1 year ago

Haha same, I came back to them at the end and stared at room for like 5 mins thinking “they can’t actually expect me to chain five of these together across six different rooms in under 4 seconds I’ve got to be approaching this wrong, lemme check the internet…”

"these guys are nuts."

[–] [email protected] 2 points 1 year ago (1 children)

The stealth sections were not too bad on my second play through. Once you know what to do, it’s pretty trivial.

I really Enjoyed this game, but it felt a bit short. I wish it were a longer game. Maybe that means they will release a new one soon.

The movement in this game was great and the final boss was pretty cool, too.

[–] leggettc18 1 points 1 year ago (1 children)

You should look into the randomizer if you have the means to run mods on your switch.

[–] [email protected] 1 points 1 year ago (1 children)

That’s amazing. I had no idea it was implemented into this game already. I will totally check it out. I love the link to the past randomizer.

[–] [email protected] 1 points 1 year ago

It might be at Metroid construction. I haven't looked at it for Dread, but all the mods and hacks for every othet Metroid game is there.

[–] [email protected] 1 points 1 year ago

I loved this one as well. Very true to the vibe of my first metroid, metroid II.