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Topic: Metroid Dread

Posts 821 to 840 of 874

JoyBoy

@NEStalgia Maybe it's an X?

Also, Samus was pregnant in Super, that explains everything.

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NEStalgia

Lol, I love fanfic conspiracy theories! I'm still going by the theory it was nonsensical fan service. Your theory is as good as it gets but it's so convenient, it might as well magically be the original!

NEStalgia

link3710

@Bolt_Strike How often are the roadblocks actually stopping you from sequence breaking though? Serious question as someone who's on their fifth run. Basically every backtracking block is designed to only trigger if you intend to follow the intended path. Outside of the first area (both times), I can't think of a single one that would actually enable sequence breaks by removing it.

I suppose I should say that what impresses me is that there's a very purposeful balance between making sure a first playthrough doesn't have the player get too lost, while still allowing a knowledgeable player to sequence break freely. You're right that these decisions aren't in the name of sequence breaking, but they do a lot of work to make sure that they don't impede it much in practice.

link3710

JoyBoy

Haha, I mean who decided to call him Kraid anyway? Or can he/she talk? I mean he can't be original, right? It's got to have parents! Or was he (I'm going with male, because sexist) made in some kind of genetic lab? If so, that means they could make more!

I'm sure that's where the story will go in Metroid 6: The origins of Kraid, Family Matters.

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mr_somewhere

@NEStalgia That's a good point about the input, never thought about it. I imagine having played in on PAL as well, with the latency issue, probably made it easier as well but I don't really get how that impacted things to be honest.

Switch ID: SW-5759-3188-0977

Maxz

I finally compelled this game! It was very fun to control. I thought the story was… quite dumb, and told with all the subtlety of 9 year old bouncing around on their bed spraying silly string everywhere and yelling, “I’m Spider-Man!”, but… it was still enjoyable as long as you didn’t try to take it as seriously as it seems to take itself.

I remember enjoying Zero Mission when it came out, so I might pick up the new version.

Edited on by Maxz

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Bolt_Strike

@link3710 The problem is that the sequence breaks all require some relatively complex tricks to accomplish to the point where you need a PhD in physics to accomplish them. Super's tended to be simpler, a simple Shinespark or Wall Jump was usually enough to veer off the intended path. And I think they should be allowing more of the latter if they really want to emphasize sequence breaking as part of the gameplay, if that's a key part of the game's appeal it should be relatively accessible. Until they revert back to Super's levels of sequence breaking it's always going to feel like an afterthought and not really something they're emphasizing in the game design.

Bolt_Strike

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link3710

@Bolt_Strike Uh, that's not true? Most of the ones in Super either required: Multiple (very difficult) wall jumps in a row, often with shooting mid way through (like early Power Bombs), Mock Ball (very unintended, and hard to pull off, like early super missiles and early ice beam), or a technique similar to Pseudo Wave Beam but specific to shutters (another early super missiles path).

The ones that are easy to pull off? You have non-progression items like a few power-ups (which the same holds true in dread), early X-Ray specs (which, it's counterpart, early Pulse Radar, is just as easy) and early Spazer with just wall jumping.

The only actual progression item I'm aware of that's not locked behind incredibly complicated maneuvers or actual glitches? Early Wave Beam. Which yes, is literally just a super simple wall jump section.

Meanwhile? In Dread, Early Gravity Suit only requires a simple shinespark maneuver (going over that one pit of water to get to the teleporter in Ghavoran to the lime green teleporter), Early Grapple is admittedly a bit complex with requiring both a slide jump and a wall jump, but not that hard. Early Cross Bombs is also just a pair of simple shinesparks (one through the small tunnel with the missile upgrade, another up to the door to the boss). Early Super Missile requires running through a frigid section with the speed booster and a few wall jumps, but if you get enough health first it's super easy.

As someone who's run both (casually admittedly)... I find Dread's skips much easier in general.

That said, it's quite possible I simply don't know some of the easier ones in Super? Since it was already a matured scene by the time I got in, there's almost certainly easier tricks that have just been left on the wayside. If you do know of any upgrades that can be collected early in Super via shinesparking, please let me know (I will totally try those out next time I do a run), but I'm genuinely not aware of any that exist, unlike Dread.

Edited on by antdickens

link3710

Bankaj

Beat the game at 10h08m. It was my first 2D Metroid and I still feel the adrenaline pumping. This game is great fun. The amount of action jam-packed in the playtime for a regular playthrough is immense! I believe I ended up with 50% of the items or so.

This was awesome!

Bankaj

Lugazz

JoyBoy wrote:

Also, Samus was pregnant in Super, that explains everything.

What?!

Lugazz

Henmii

My favorite bosses where the endboss (obviously) and the Experiment. The endboss might be the best in the entire 2D series. Special mention goes to the water boss, since it was the only one that was sort of a puzzle.

Henmii

anderson97

did anyone beat it in less than 8 hours?

anderson97

Tendo64

Hard to pick a favourite, but for 'bang for buck' and overall satisfaction when you smoke the c*** (OK they all have that, but this one more so) - Raven Beak.

Started out so overwhelmed by his attacks, and finished it a step ahead of him each time.

Probably one of only two bosses on the Switch where I've genuinely wondered if I could beat it, after failing over and over with no relief in sight. The other, was Thunderblight Ganon in BOTW.

Edited on by Tendo64

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Solaine

Beat this game in in 7 hours, but probably gonna play it again for a more exploration like approach, i didn't focus on gathering stuff at all.

Game was solid to me with tight controls, and i really liked that every time you die from a boss or an E.M.M.I you usually start pretty close at the point you died, making deaths never really frustrating to me.
I found it harder to get lost than the other metroids i played, only like searching for the right way 3 to 4 times when aimlessly wandering around (which i usually do when playing those games unless i am really stuck).
I feel like although the worlds were different, it usually didn't feel very different since the plattforming almost always stayed the same... buremia felt a bit different i guess.
I really disliked the story and lore in this game, but the bosses were fun to fight against. I also found the music very disappointing. Overall i guess it is a 6-7/10 for me, but maybe it will change a little when playing again.

"on a scale of 1 to 10, she's an 11, and she'd give herself a 12" ~The Burst, Furi

mr_somewhere

My best time is just over three hours. Even if you've never been into speedrunning or sequence breaking before I'd seriously suggest giving it a try with Dread, you'll really see the game in a new light. Going to go back to it this weekend and see if I can manage sub three hours. This is the most fun I've had sequence breaking since Zero Mission and Dread is even more rewarding in that regard.

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kkslider5552000

Clear Time: 9:22:13
Items: 49%

well that's one playthrough

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rallydefault

Not sure how far along I am (just got freeze missiles), but I'm having a blast again. Got kinda stuck for awhile and wandered for a couple hours just hoping for a breakthrough, checking my map constantly, etc. But I finally got it (such a rewarding feeling!) and I'm back on path, I believe lol

rallydefault

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