Why do you hate it?

Why do you hate it?

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  1. 3 years ago
    Anonymous

    I dont hate it, its just very painfully above average. It feels like indieshit polished up and Nintendo (correctly) assuming fans will just eat it up anyway

  2. 3 years ago
    Anonymous

    I hate Nintendo fans

  3. 3 years ago
    Anonymous

    >forgettable soundtrack
    >world design is uninspired despite being pretty on a technical level
    >too many cutscenes and forced dialogue sequences
    Dread is all substance no style.
    Plays great but it lacks the soul and atmosphere of the good Metroid games.

    • 3 years ago
      Anonymous

      Yes. I like it but the atmosphere suffers because of the lack of music and bland art style. It's called Dread but other Metroid games are more scary or have a more heavy atmosphere.

  4. 3 years ago
    Anonymous

    I don't hate it at all. It was just the soundtrack I didn't like really.

  5. 3 years ago
    Anonymous

    I do not hate it but it still worse than Fusion. Maybe the next one can be as good as Zero Mission or Super Metroid.

  6. 3 years ago
    Anonymous

    Smells like spanish

  7. 3 years ago
    Anonymous

    I don't

  8. 3 years ago
    Anonymous

    is that the official cover art? it looks so cheap and amateurish, particularly those thingies in the background.
    Anyway, I don't hate it, it looks fine, just uninspired. I mean what exactly am I supposed to get excited over?

  9. 3 years ago
    Anonymous

    I just hate how morons and seemingly actual shills ignore its many faults. The game itself is inoffensive save for the garbage door/path slowly funneling you toward the path it wants you to go. The only other aspect that sounds out as particularly good or bad is the absolute nothing of an ost.
    I'd place it solidly above the worst entries of the series, but any decent one is better.

    • 3 years ago
      Anonymous

      *door/path blocking
      *stands out
      Frick, I must've had a stroke.

    • 3 years ago
      Anonymous

      I despise the EMMIs encounters more than the thinly veiled linearity.

      • 3 years ago
        Anonymous

        I can see why, it just didn't really bother me since you can just make a beeline for the nearest exit and try again as if you made a save state. The omega blaster sequences feel as shallow and scripted as Other M though.

    • 3 years ago
      Anonymous

      It has a map system. It may as well point you where to go.

      • 3 years ago
        Anonymous

        Honestly yeah. That would at least save the time of running around aimlessly finding every locked door, sometimes for no reason, environmental barriers, and item gates.

  10. 3 years ago
    Anonymous

    I'm mad that I don't have time for it

  11. 3 years ago
    Anonymous

    I really like it, though.

  12. 3 years ago
    Anonymous

    Its a good game. I have some gripes like the EMMI in general and Shine Spark puzzles but that's really about it.

  13. 3 years ago
    Anonymous

    $60 for a 7 hour linear game that provides no purpose of doing extra playthroughs because hard mode is just artificial difficulty that makes you take more and deal less damage and gives no extra rewards at the end

    for that $60 you could buy 5 other platformers with much more content, replayability and varied gameplay instead of the same old stale Metroid formula of "You just lost all your upgrades oh no! go through the linear intended path to recover them"

    • 3 years ago
      Anonymous

      >Hard mode just a damage sponge mode
      I fricking hate this the most out of anything else in gaming.
      Difficulty should be based on how hard the players skill with the game mechanics is tested.
      Imagine Nintendo giving enough of a shit to overhaul the map for hard mode, making navigation more difficult, adding new more challenging enemies with more chaotic attack patterns, actual shit like that

  14. 3 years ago
    Anonymous

    I don't, I'm liking it quite a bit. But I am feeling increasingly annoyed by the world of the game, Samus' movement is faster than before and there's more screen real estate compared to her than on SNES and handhelds, so the maps are absolutely sprawling as a result, have lots of EMMI mazes with tons of uninteresting corridors, and the areas are interconnected in illogical ways through the teleporters. I'm probably halfway through but have established no real sense of what's where and how to get to certain areas without staring at the map screen for minutes on end. Maybe that was the intention considering Samus' objective is to find a way back to her ship in an underground labyrinth rather than infiltrating said labyrinth from the safety of the surface, but still.

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