>Play an indie metroidvania
>Explore the world for goodies
>Find optional bosses, optional items, optional story things, optional new areas, so on.
>Play a metroid game.
>Explore the world for goodies.
>Find a missile expansion, and another missile expansion, and a power bomb expansion, but mostly missile expansions.
Why do people like this series?
It's a good game, just not a good Metroid game.
>it's a good game, just not a good ____ game
basic opinion that basic people have about every game
maybe try thinking a bit more for once
you didn't play the game though
Its fun, controls amazingly, great combat, and the exploration is great and rewarding.
lmao get gud
How is "get gud" even remotely related response to OP's prompt.
He didn't even say "This game is too easy" which is the type of shit that triggers hollow knight Black folk into saying "git gud," because atleast that's related to difficulty even if git gud is the opposite thing to say here. OP isn't even talking about difficulty at all.
Because you can sequence break, get upgrades and bosses out order
homosexuals like you who cream over "sequence breaks" are really insufferable
...why though? Sequence breaks add a lot of replayability though non-linearity, super metroid is full of them, and it's commonly considered to be the best one.
lmao get gud
Metroid has always been more about speedrunning than full exploration. That's why most games give you better endings based on speed and not item %, with some variations. I don't know why people don't understand this.
What's the point of the item upgrades if they're all just bonus and take away from the speedrunning
To create a larger margin of error and give casuals a way to advance if they can't get good.
because the focus on the journey and content instead of speedrunning through it is what indie developers took from the series. and what they make their games around which is way more palatable than speedrunning a game which >99% of people who ever played any metroid game ever have done. im not talking about replaying metroid prime later because it's fun. im talking actually trying to speedrun and get the jpg at the end of samus in her casual outfit.
(It's actually really easy to get the best ending jpeg in ever metroid game, you just need to play at a relatovely brisk pace.)
Why is the game about speedrunning when there are several unskippable cutscenes.
I mean, most are skippable, but seriously, why are there random unskippable ones.
disguised loading screen
>Metroid has always been more about speedrunning
for autistic troonys like you, sure.
You literally get better endings for faster completions.
The endings never change. Only a single image of Samus changes.
The protagonist is hot and metroids are cool and the game is fast and tight and it doesn't look like a shitty flash game.
It's a good point, you get way too many missile expansions, to an extent where it becomes impossible to run out, and yet the game will still give you more.
Who the hell needs 275 missiles, especially when just spamming the beam is stronger in this one.
It's an issue that originated in super metroid, and that further games alleviated, by introducing beam combos in prime, or by not making regular missiles and supers separate, but never resolved.
Metroid is more about replaying the game and trying to get less time, more items, or both. No point is tons of optional content that doesn't lend itself well to that goal.
>tfw can't beat the first chozo robot at the beginning of Ferenia
Holy shit and i thought i got decent at vidya after beating the souls series.
How many times have you died to it
i think about 20 times now. I'm focusing on trying to find this boss's gimmick but it doesn't seem to have one
that chozo robot is a filter but let me just warn you: he may be the first but he is not the last. learn quick
well that's good, i enjoy struggling for once in a nintendo game.
Don't get close to it. Use Flash Shift to widen distance and pump it full of missiles. You can't parry the red melee attack, but you can the blue one.
I just cheesed it just going between the top two platforms and spamming missiles at it. Monkey in the middle'd that b***h.
If you're struggling now, just wait until later when you have to fight two. Just focus on keeping a distance with flash shift/platform movement and hit him with missiles when he tries to close the gap. Before he even attacks, go ahead and move to a new position to repeat. It'll take longer, but this is the safest way to fight them if you're struggling to avoid their shit.
Also, look to charge a shinespark before the encounter if possible. Shinesparking into them will take off about half their health.
why the frick are 90% of the environments all just gray monochrome areas? What happened to all the colorfur, exciting places we could go in the other games? Frick even the original NES game wasn't this drab looking.
The overall map layout and level design is really weird at times too. When you count the fact that roughly 35-50% of most maps are practically just E.M.M.I zones (which most have similar architecture) and the fact that you've got some absolutely pointless sections (like getting the Power Bomb) or when two of the E.M.M.I get disabled Beyond that, your overall ability distribution is hell out of whack too, you get new toys which you practically use for a roughy 20-30 minutes and then you've already upgraded with another tool that does the same job, yet doesn't really change anything in how you explore the areas.
The problem with this is, the same platform (Switch) has had La Mulana, its sequel, Hollow Knight, Axiom Verge (and it's sequel). Frick, i could also technically mention the three Blast Master Zero games while i'm at it.
In that sea of games, i'm seriously trying to find where Dread really stands out in comparison to the competition and roughly the only thing i can mention is the controls and mobility. That won't exactly fix the issues that plague the gameplay and map design, but for the average person who has never played other Metroid inspired games can really not have a decent measuring stick where Dread goes wrong. It's even worse when you stick into the fact that it's a Nintendo game, it's selling better than games that are cheaper, better and (arguably) do the same thing it does, but without the name Metroid on the cover.
I loved all those games you listed and I've played every single Metroid game. Also I would list Blasphemous as another good Metroid like and now we even have 3 actual Metroidvanias with the CV Advance Collection. The power up distribution does feel oddly random. They definitely designed this with trying to focus too much on EM.M.I. areas and less on overall exploration. I really hope Prime 4 doesn't have similar issues.
>your overall ability distribution is hell out of whack too, you get new toys which you practically use for a roughy 20-30 minutes and then you've already upgraded with another tool that does the same job, yet doesn't really change anything in how you explore the areas.
This is the only actual point in your post and it’s blatantly false
Dread team hates speed runners.
>multiple major sequence breaks deliberately left in
>more speed tech than any game since super
>hidden quick kill options on multiple bosses
>"hates speedrunners"
lol
lmao
Am I going full moronic or does it get kinda confusing what to do next after getting the space jump?
The new elevator I found takes me to cold rooms which I can't get into yet.
My only idea is to go back a few areas and ooen the storm missile door.
Progressed through everything so far smoothly but I finally got lost
I was stuck for a few minutes there, too. Hint: the Space Jump info highlights how it behaves underwater for a reason.
This game and Luigi's Mansion gave me these weird problems of getting lost or not figuring out what to do next. LIke, the lure you in with handholding you all the fricking way and then just kinda stop a good hours into it? I don't know if I like this kind of game design because i seriously have never felt so stupid in my life playing a game before these 2 games. LIke either make the game liner or not, don't lead me into something and condition me and just go NOPE now figure it out!, and then start holding my hand again like nothing happened?
like an amazing example is when i got to the plant area for the first time. you only really explore the bottom part of it before it leads you to a elevator. This whole fricking time the game has conditioned and has lead me to these teleporters and lifts and trams all the time so far and just as i get to a new area too. So I assumed thats where I needed to go and nope, I had to go somewhere else that I didn't even notice at first because its a closed area that you need to morph bomb. Like of course if you went that way first you would of not had this problem but if you didn't it fricks you up a bit.
autism speaks
It's like you homosexuals love leaving out the "vania" part of "Metroidvanias" to act moronic. Thats your answer, homosexual. Metroid is Metroid, not Castlevania. There is a reason why "Metroidvania" is a thing and what indie people are creating.
>play an indie metroidvania
>wander around aimlessly because homosexual devs care more about making the map bit than any proper design objectives.
>entire game ends up being a metaphor for coming out as trans
name 1 game
Spend five minutes on Steam, you'll find it.
Name one indie metroidvania that plays like OP's description.
What game
Why the frick are 9 of the bosses chozo soldiers? And why do 4 of them play exactly the same? I wanted more big creepy X mutations.
The reward is supposed to be finding the items themselves and getting closer to that sweet 100% completion. So even though it's just missile pack #30, it's precious completion percentage. But I understand this complaint about Metroid as a whole if your satisfaction comes more from individual rewards. I wouldn't call Metroid outdated compared to modern indievanias but that's just how Metroid's gameplay loop works.
>why people like different things
dunno op, we will never know, just like we will never know why you prefer to eat dicks in place than pussy