We weren't necessarily expecting regular patches for Nintendo's recent release Metroid Dread, but it seems there are still quite a number of issues that need to be resolved in the game.
As a result of this, MercurySteam has rolled out yet another update including a handful of general fixes - to improve the overall experience. There's even a "final boss" fix in there! Here are the full patch notes, courtesy of Nintendo's official support page:
Ver. 1.0.2 (Released November 3, 2021)
General Fixes
-Fixed an issue where retrying after a game over would cause the play time to be added only when retrying a specific boss fight.
-Fixed an issue where the game would force-quit if you hit an enemy frozen by an Ice Missile with the Shine Spark in a certain way.
-Fixed an issue that caused Samus to move strangely when jumping at certain times in the Morph Ball Launcher.
-Fixed an issue where the final boss would get stuck on a wall and not be able to move during a certain attack, making it impossible to progress in the game.
-Fixed an issue where Samus would get stuck in the wall when defeating the E.M.M.I. in Ferenia in a certain position.
This follows on from Version 1.0.1, which resolved a crash error towards the end of the game. You can read more about this particular patch in our previous update.
If you haven't tried out Metroid Dread yet, what are you waiting for? You can learn more about it in our Nintendo Life review - where we awarded the game an outstanding 10 out of 10 stars. You can also download a free demo of the game from the Switch eShop.
Have you downloaded this update for Metroid Dread yet? Notice anything else? Leave a comment down below.
[source en-americas-support.nintendo.com]
Comments 60
I just want this game to have DLC 🙏🏻
These are the good types of bug fixes—the game breaking bugs. I think Mercury understands to roll with the sequence breaking and hopefully hesitates fixing any of those.
@EriXz Imagine multiplayer DLC, where your friends play as the E.M.M.I and try to stop you from progressing. That would be fun.
I would love a New Game + with all of Samus'Metroid abilities or her final suit from the beginning.
@Irfann the 2D successor to Nintendo Land's Find Mii
@HeroOfTime32 They likely won't fix any sequence breaks because a certain boss has an alternative second half instant kill with a cutscene included if you manage to sequence break morph ball bombs. MS knew SB's would happen and designed the game to reward those players, clearly.
This is probably one of the few games I’d want to have DLC. It doesn’t have to be paid or free, I’d get it either way. I miss the days when besting a Metroid game would get you the original Metroid or different colors or suits to use on NG+.
I like the unlockable art but it needs some more incentive to go back. I 100%’d it and currently have no need to go into it again and I want one. The game is pristine but I want to revel in that world some more.
If nothing comes, I’ll just play it again this time next year out of nostalgia sake.
@Kilroy I agree that early bombs were intentional, but there is no way that pseudo-wave was developer intended.
@HeroOfTime32 Yeah. I actually think they overcorrected bug fixes in subsequent releases of Prime 1. It's why speed runners still prefer the original Black Label NA release. I actually prefer it too.
@Irfann I REALLY want some sort of multiplayer function. I know that isn't Metroid's focus but I think there's a lot of potential there.
If only there's a JUSTIN BAILEY mode after completing this game that would be nice.
@Aurumonado Agree, my point was more to say they're leaning into the idea, so we shouldn't have anything to worry about. Two patches in and nothing was fixed yet.
I was thinking something like Pac-Man Vs. could work for multiplayer in Metroid Dread.
Pretty good fixes overall. The game doesn't really need QoL updates at least not right now. Though an expansion down the line would be nice.
@Kilroy Here's hoping!
I know Dread is still super fresh and many haven't played it yet.. but I'd still be down for those new episodes the dev's were hinting at. Maybe as DLC, but I kinda figure somehow that a new game overall would be better.
I was kind of hoping they'd enable movement with the d-pad.
@Savage_Joe doesn't need to. They have a specific policy at the company, that was in place before the employee worked there, so they could have worked on more than 25% of the game if they wanted their name in the credits, or try to get the policy changed before they quit.
@Irfann no
I did my 100% run on normal and have to admit, i'll probably won't pick it up again anytime soon.
I really loved the boss fights, but the rest was pretty meh.
I think its absolutely lackluster soundtrack and the pointless EMMI sections ruined any interest for a second playthrough.
So without any drastic changes, it's a shelf item for me ^^
Anyways, i'm still glad they kept on ironing out the game.
@twztid13 Okay, quality of the policy aside, the people there mentioned were only hired 8-11 months before the game released. How did they have a choice to work on 25%? On top of that, when someone leaves, how are they to know how long the 25% requirement is? Games get delayed all the time.
I would love a boss rush mode. Or some sort of rogue-like mode or randomizer. A big randomly generated area where an EMMI has free reign would be really cool. They could populate it with normal enemies and you could run around trying to find the mother brain thing so you could kill it.
@Irfann yeah very funny... waiting til players enter the zone
@Savage_Joe : That is highly disingenuous reasoning. They can still use their work in their portfolio/CV and request references from their previous employer(s). I very much doubt that employers are sitting through 20+ hour games in order to trawl the end credits and ensure that their applicants are legitimate.
The fact is that not all contributors to a work will be credited, whatever it may be.
@BlackenedHalo It could work like how the Dark Souls games do, where one player is summoned into the game of another player as a red spirit to fight the "owner" of that world. Except instead of a red spirit it would be an E.M.M.I. If no one shows up the game takes control of the E.M.M.I.
@Savage_Joe That's why we have references. I am never credited in any work I do. (business to business software) But I could use my work on them as reference when looking for a new job.
People complaining should've known the company policy, so they either could work more than 25% on the game or not work on the work on the game, or not complain.
@HeroOfTime32 I did see a few sequence breaks posted on Twitter where the game was soft locked because the player couldn’t get out of the room they’d reached. I wonder if they would fix those?
Really enjoying my time with the Dread the more I play it. Haven’t encountered any problems yet
@Fudge_Fujiyama See I'd disagree on the repetitiveness and justification of the price, but agree to disagree I guess.
I would like to see a boss rush added
Anyone seen if this fixes the audio blip during the elevator/transport loading screens that turned up after 1.0.1?
@SirPrimalform That would be really impratical since you need the 360º movement for aiming and the speed booster button (L stick press while tilting forward) can't be mapped to a d-pad.
@Ultimapunch Ehh, Prime wasn't made to be speed-run, in any case. There's a reason that the in-game awards are for completion, not for time. Retro wanted you to sit down, scan everything, and take your time with the game. In that sense, it's really not a Metroidvania (besides being in 3D). Just because some people found exploits to Any% it faster doesn't make it a good game for speedrunning. It's like jumping from Deku Tree to Ganon's Tower in Ocarina of Time. Sure, you can do it, but few would complain for that being fixed in the mostly superior 3DS version.
In any case, beyond the small minority of Prime fans who are speedrunners of the game, the New Play Control / Trilogy version of Prime is otherwise considered the superior version, as it actually lines up in lore with the rest of the Metroid series and the controls are TIGHT.
I think it would be quite sad if Mercury Steam fixed the Pseudo-Wave Beam and other such exploits, however. 2D Metroidvanias live and die on the ability of fans to find more and more exploits to achieve ever smaller times. Built-in Sequence breaks are much appreciated - they respect the skill and intelligence of the players - but that doesn't mean that new releases of Metroid 1 should dummy out the hidden worlds exploits etc. Any% and NMG% are two different categories of play, and Metroidvanias are beautiful for accommodating both. We just have to acknowledge that Metroid as a 2D series is specifically designed around speedruns while Metroid Prime as a 3D series is not, and therefore the patching of said glitches should be understood as reflective of the intent of the game (fixing issues with an immersive world, rather than telling speedrunners badwrongfun).
They should add difficulty setting, it will make a lot of people happy - and finished the game.
It says a lot that all the bugs being fixed are hard to find and highly specific, I think. This game is really dang polished!
Aww, I saw the fact that the play time wasn't getting added on boss game overs as a feature!
My roommate got the final boss stuck in the wall glitch. It was really funny. He was just sitting there, glowing bright purple, taking missile after missile. He did eventually break off the wall though and move to his next phase. I'm glad he lost that attempt in the next phase, I feel like it would've been unsatisfying to beat the boss for the first time because of a glitch.
@AJWolfTill It's the opposite of how you're reading it - one boss added the time when retrying, now it doesn't.
@Bret AAH I see! Thanks for correcting me! Maybe I will try a speed run after all 😊
oh, man I cannot put this game down
Haven't you tried Metroid Dread yet? What's wrong with you?
@Gwynbleidd me too but that will take 4 years, I want to play more dread, like an epilogue to set the stage for the next game
@Fudge_Fujiyama It's definitely worth the price becausebof the high replayability alone. It's also not really repetitive.
Finished my first time last night at 15 hours and none of those glitches happened to me.
Why are people here claiming the ones who didn't work 25% or more on the game "could've worked longer if they wanted"? Is each employee their own boss? You think MS wants to pay someone to work on a game if they're not doing a good job? Or if their job is technically finished (like sound designer, for example)?
@HeroOfTime32 Yeah, they planned for the sequence breaking. I don't see them messing with it.
I wish for a very hard mode. The game was fun in hard but it wasn't that hard
@Savage_Joe why would they include people who quit during production??lol that's how the real world works
@rushiosan To be clear, I meant in addition to the stick. For nimble movement I prefer the d-pad in anything that doesn't use analogue values for movement speed. I'm used to switching back and forth between the d-pad and stick. For the uses you mentioned I would use the stick, but for precision in movement I would use the d-pad.
@Savage_Joe, I agree and disagree. When building a resume and portfolio, if you mention you worked on a project, the potential hiring manager will more likely call the company in question to confirm the details rather than check the credits. It sounds like this is a common practice in the industry, so the odds are potential employers will know ways to check.
I think that is a rather strict policy, and it should be closer to 10% of the game's development. But the reason that policy exists is to avoid having extremely long credits, and to avoid having to credit someone who only worked on the game for maybe a month before quitting. Mercury Steam even confirmed they wave the policy if someone contributed significantly to the project, even if they worked under the 25%.
While I disagree with the policy, I understand why it exists, and it does not stop people from adding their work to their resumes.
@Silly_G No, I agree. An employer or highering manager will more likely call the studio in question to get details about your work with said studio rather than check the credits of a game. Not every game's credits are accessible on the main menu so it is unreasonable to expect someone to play a 4-50 hour game to confirm you worked on it. Even YouTubing, the credits of a game (that may or may not be posted) rather than just sending an email or giving a quick call, is WAY too much extra work to be reasonably what they do. Think about your job and ask if you want to check someone's credentials or ability after an interview; what are you more likely to do in this situation? Watch some credits? Or do a phone call to confirm with their previous employer the scope of their contributions?
Still hoping a New Game+ gets added at some point. I'd also pay be willing to pay up to $10 for DLC that includes a boss rush mode, the suit from the end of the game and the zero suit.
@Savage_Joe it may be, but that should be the goal for people who don't like it, to convince them to end the policy (those who worked there, not necessarily the uninformed masses). All we have is 1 side if the story, as is often the case when businesses make specific decisions where 1 side goes to the media. Then, maybe the company may decide to at least explain why that's their policy & try to help everyone understand why they have it.
I Know better than to make decisions based on 1 side of a story, because we often only get the parts of the story favorable to those who tell it. If we had both sides, we could make a more informed opinion, but it's still a private business' policy. If they chose not to change it, no one is forced to work there. When we get to start making policies for other people's companies, the world is in trouble (we're already half way there, sadly).
@Wexter exactly. Many people these days would rather screech, virtue signal & tear down others via social media as part of the mob to make themselves feel important instead of hearing both sides of a story, then trying to put themselves in the positions of both sides to put things in perspective & take a rational position on issues (which usually don't even need the masses to weigh in, but at least take this rational position to forums & social media when they're bored).
@Gamer83 They could have you play as the final boss and start at the surface then set all the traps for Samus, capture or fight some of the bosses in different areas that close off afterwards.
Really want a Boss run mode LOL
@Jokerwolf
Cool idea.
-Fixed an issue where the game would force-quit if you hit an enemy frozen by an Ice Missile with the Shine Spark in a certain way.
had this error on my first playthrough
@Kilroy If something was designed to be allowed to happen, then that's not a real sequence break, merely an alternate route. If they're going to fix anything like that (which is pretty unlikely, anyway), then they'd only fix the actual sequence breaks that weren't intended to ever be possible.
@BulbasaurusRex Alternate doesn't mean intended. In order to get the bombs, you have to intentionally venture away from where the game guides you. By definition, that's sequence breaking. There are several item expansions you can grab late in the game before you obtain the ability to use them and all you need to do is explore from the beaten path (and sometimes bomb jump). You want to tell me those then-useless expansions aren't sequence breaking as well?
@Kilroy Yes, that is what alternate means in this case, as you can choose the alternate paths of either beating that boss first and going to get the morph bombs later or the other way around, each path being fully designed to be taken in either order by the developers. One path may be more natural to take than the others, but a Metroidvania doesn't actually guide you anywhere, not unless you're at a point where there is only one option available or left to take, in which case there are no alternate paths to use anyway.
On the other hand, by definition, sequence breaking means taking advantage of unintended bugs or mechanical exploits to reach an area of the game before the developers intended you to do so (or even at all for an out of bounds shortcut). As such, some sequence breaking attempts can cause crashes, softlocks, forced deaths, graphical glitches, and/or mechanical errors, as the situation was never supposed to happen in the first place with the official testers never finding it.
As for those early item expansions, they may or may not have been intended to get early. It could really go either way or even some of both, although I bet at least most of them were intended. It certainly doesn't matter to the mechanics of the game if you can get ammunition for some things before the weapon itself, and no bugs or glitches occur because of those early acquisitions. It's also something that can easily be done in many other action games, as well.
Anyway, even with Metroidvanias, you can't just design a game around the concept that players should try to break it however they can, or it will just result in a broken mess that's not even fun to play along the main sequence. Either a gameplay sequence was fully intended by the developers, or it wasn't intended at all. If some legitimate sequence breaks or other mostly harmless glitches wind up making the game better for some players, then that's just a bonus that they could choose to avoid patching out like with the combos in "Street Fighter 2."
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