118 thoughts on “Did Metroid Dread set a new standard for movement in 2D platformers?”

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    No. The game is good, but the level design would need to improve ten-fold, for it to set any standard. The game is also way too linear.

  2. I wish dumbfuck shitposters would stop trying to start a flame war between Hollow Knight and Metroid Dread fans, both games are incredible

    • I wouldn’t say it’s more lenient at all, actually pulling this stuff off is just as tricky as the old game’s Shinespark puzzles

      • the basic mechanic itself absolutely is more lenient, that leniency may have allowed them to lay out more complex challenges.

    • >lenient
      I question that.
      While you are able to hold on to it while doing wall jumps and stuff, dread speed booster is easily the sanic fastest since super.
      You’ve got to do some real technical and flippy shit while going 300mph for some of these things.

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    >haha yeah I’m so glad metroid abandoned 3D and went back to 2D am I right
    >this game fuckin sucks bros

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    >Tendies lose their mind when they get 20 year old mechanics implemented everyone else was already enjoying as standard.

    • >Good movement is a 20 years old mechanic
      Huh, weird how new metroidvanias like hollow Knight dont have it yet
      Maybe in the dlcs, didn’t play those

  5. You cannot move to the absolute edge of a platform, you cannot land on the absolute edge on a platform. The game slides your character over so samus’ heels or toes are at the edge. You will land on a platform, only to be slid into an oncoming enemy you wouldn’t have otherwise.
    Second, the missile attack pose. If you are dealing with an enemy at close range, the pose collides with the enemy.

  6. >Wall jumping reduced to simply tapping B when next to a wall.
    >No longer need to actually need to properly execute a button combination to pull it off.
    >Getting in small areas reduced to forward and L2 to instantly slide
    >No longer need to enter morphball mode to get through.
    >Ledge climbing reduced to a general push of the joystick.
    >No longer need to actively press B to get up.

    Sorry if I’m pointing out stuff in Samus Returns. I didn’t play that one. But from what I gather from Dread, is that they made all of Samus’s actions streamlined down to the point where execution is no longer an issue. Much of it is automated. So you can bumble on the controls and still perform what you want. Or even better than what you want.

    I’m not going to call Dread a casual game yet, because I’m still at the beginning. I only just got the cloak from the boss. And I did die once to the boss. But the controls are super forgiving regardless.

      • What is this supposed to prove? It looks like they reduced the shinespark too. It used to be that you had to jump into a slope in order to maintain your shinespark over gaps. But here she can jump, do wall jumps, space jump and still maintain the shinespark. It looks pretty cool, but the execution is simplified.

        Post a webm of the big shinespark puzzle in fusion. Or the shinespark puzzle in Zero Mission. For comparison sake.

          • Whatever man. I get the names confused all the time. I call the screw attack "spazer" a lot too. The names don’t matter much.

          • the names do matter, but what matters more is that you clearly have no idea what you’re talking about.
            you could always jump during speed booster, in fact it’s fucking critical for progression in super.
            i’m led to believe you’ve never actually played a metroid game.

          • At any time you jump while speedboosting in Super, you lose the energy required to perform the shinespark. In order to maintain that energy, you have to press down to prep the shinespark, and then before the energy peters out, you have to use the shinespark. If you shinespark onto a sloped floor, then you will return to your fully charged speedboost.
            This was the only way to maintain your energy over gaps.

            If you say I’m wrong, then I’m inclined to believe YOU never played Super, nor Fusion, nor Zero Mission.

          • >At any time you jump while speedboosting in Super, you lose the energy required to perform the shinespark
            i’m sorry but this is just flat out wrong.
            seriously, there is zero chance you’ve actually played the game.

    • All your points are dumb, specially when you clearly don’t know how hard the speedbooster walljump sections can be.
      Dread is the game that requires the hardest skill execution despite all your dumb complaints.

      • Pfff. sure. I’ll see in time. I 100% all the Metroids I’ve played. I’ll 100% this one too. And if it’s not as hard as you say, you’ll never hear the end of it.

      • >the hardest skill execution
        perhaps overall, isolated moves like the wall jump was made less interesting, I’m doubtful that was necessary in order to facilitate longer movement challenges.

    • All of those are good things. Being forced to stop moving and press down twice every time you want to enter a tunnel is not """execution""". Get your head out of your ass.

  7. THis is directed to anyone in this thread, but how do the GBA Castlevania games compare with the classic GBA Metroids like Zero Mission and Fusion? Trying to figure out exactly what the benchmark is for "quality 2d side scrollers".

        • Play Circle of the Moon and Aria of Sorrow, then move to the DS games Dawn of Sorrow (with the artstyle mod) and then Order of Ecclesia. Go to HoD and PoR if you need more, but they are the weaker entries.

        • As someone who had played every game from Aria of Sorrow onwards, then went back to play Circle of the Moon and Harmony of Dissonance:
          Don’t bother.
          Only play them afterwards if you’re starving for more Castlevania as there are some nice things in them, but absolutely none of it is memorable.
          Circle of the Moon is SOTN’s Richter Mode with terrible map design and some cool spell effects.
          Harmony of Dissonance may just be the easiest game ever made, with more than a dozen brainless bosses that you will forget the instant they’re dead.

          • Noone should skip Circle of the Moon. It’s a perfectly functional map with some genuinely challenging encounters.

        • >What about the ds ones?
          I haven’t gotten the chance to play through all of the GBA ones, but the DS trilogy of Dawn of Sorrow, Portrait of Ruin, and Order of Ecclesia are all fucking fantastic. Portrait of Ruin is actually my favorite one from a gameplay standpoint.

          • >Portrait of Ruin is actually my favorite one from a gameplay standpoint.
            I’m not a fan of its map design but the combat is A+.
            Jonathan’s weapon variety paired with Charlotte’s awesome spells make it really fun to beat the shit out of demons.
            I wish I got to play Harmony of Despair just for them.

        • I haven’t played the DS ones, but all the GBA ones worth playing. Everybody raves about Aria but upon a recent replay I don’t really get the fascination with it in particular.

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        >tfw finally played this thanks to the Advance Collection
        I still like DoS more in almost every way except for the bugged luck stat, artstyle, and Julius’ gimped movement. But it still kickstarted my favorite weapon system for any metroidvania.

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      Movement-wise? Not well.
      But they’re not built to as fluid a game as Metroid. The clunkiness is part of Castlevania, otherwise you’d decimate the enemies even more than you already do.

      Super Metroid was always above the bar in terms of control flexibility and tightness. 90% of players won’t use more than 50% of the potential moveset. I’m pretty sure the Shinespark and recharge weren’t even documented in the manual or by animal tutorials.
      But even still most players will notice the responsiveness and flexibility of the controls. There were only a few games that went to this level in 4th gen, mostly because only the SNES had enough buttons to pull off this type of control, and this was the last gen where 2D platforming was still a major front of innovation. Super Metroid represented an apex for a long time.

      (People are trolling/bitching about Hollow Knight and indies in these threads. But christ, GBA and DS developers didn’t exactly push the bar of 2D platformers themselves over the years)

      Fusion and Zero Mission actually took controls seriously and the grab alone with faster movement seriously increased the overall fluidity. (So did Other M but Ganker doesn’t want to talk about that anymore). I wouldn’t have gone so far as to say that tright controls are one of the characteristics of Metroid, but on reflection maybe in light of staid presentation in most other titles it should be.

  8. I’ve never really played Metroid outside of Prime, what’s the balance between combat and platforming in these games? Do you spend more time platforming, fighting, or is it an even mix? I never really played platformers growing up, but I enjoyed the platforming aspects of both Ori and Hollow Knight but don’t really know where to branch out from there.

  9. is there a castlevania with this fun of movement?
    or any metroidvania for that matter.
    looking for suggestions, really enjoyed my time with dread and looking for more (i couldnt get into hollow knight because how basic it felt)

  10. For me it absolutely did. Sadly I doubt the standard will ever be hit since indies usually focus on making sluggish movement where most of the game’s challenge comes from intentionally clunky controls.


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