Metroid general

What's your opinion on Dread so far?

  • It's good

    Votes: 111 60.3%
  • It's bad

    Votes: 7 3.8%
  • It's too linear, I don't like fusion and I don't like this

    Votes: 7 3.8%
  • It's not as linear as I thought it would be

    Votes: 9 4.9%
  • I haven't played it lol

    Votes: 24 13.0%
  • Where's Super Metroid 2?

    Votes: 16 8.7%
  • I don't care, where the fuck is Prime 4?

    Votes: 20 10.9%
  • Why can't Metroid crawl?

    Votes: 49 26.6%

  • Total voters
    184
> Be on a Metroid kick.
> Make the mistake of going to the Metroid reddit.
>At least half the posts have pride flags or some other trans bullshit
>Go to the Metroid porn reddit instead.

Why are nintendo fans like this?
Several of the main team members at Retro Studios also have that on their bio, which makes me hesitant.
In response to being buff though, it's not like samus being buff is a new thing.

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Honestly, that picture from Nintendo Power seems to be the only one that so many of the fans over there seem to be willing to accept. Never mind how that is from a magazine issue that’s over three decades old at this point.
 
Honestly, that picture from Nintendo Power seems to be the only one that so many of the fans over there seem to be willing to accept. Never mind how that is from a magazine issue that’s over three decades old at this point.
Because it like the only middle ground between "Marvel wispy girl that can throw grown man (Black Widow)" and "Just a roided out women that looks like a man (classic tranny in a wig)". Some that is still a women with femnaine features but has the appropriate mount of muscle for some one that lifts/moves a ton.
 
I need to replay all of the Prime games. I never even finished Echoes.


Elaborate on this. A lot of space stuff can seem generic, except for the parts with the monsters. The Alien films can come off that way in scenes without the titular aliens.

I saw people complaining that Dread used the same kinds of environments as previous games, but I still enjoyed it. The E.M.M.I. segments were pretty fun, and I think it would be interesting to have a game with a pursuer enemy not confined to any particular areas.
The environments, enemies and graphics just felt generic. The general gameplay loop felt more like a generic action platformer with some stealth shit thrown in than you know, the genre that it gave it's name to.

As far as looking generic goes

I typed in Metroid Dread gameplay and super metroid gameplay into a search engine and grabbed four random screenshots from the top of the search from each game.

Metroid-Dread-Screenshots-2-52999744.jpgMetroid-Dread-Screenshots-8-1263481982.jpgMetroid-Dread-Screenshots-10-3927106277.jpgMetroid-Dread-Walkthrough-Wide-Beam-017-2873879694.jpg

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Personally I think the images kind of speak for themselves.
 
The environments, enemies and graphics just felt generic.
I guess that's fair, but the longer I stay alive the more things feel generic. Metroid's had a lot of time to influence other games, too.
The general gameplay loop felt more like a generic action platformer with some stealth shit thrown in than you know, the genre that it gave it's name to.
This is also fair. The game was very good at nudging the player in the right direction; I realized it was doing that after I got the speed boost, destroyed those very conspicuous speed blocks encountered earlier, and found myself dropped into an area I couldn't escape except through the teleporter. They could definitely do better in the next game. They shouldn't be so afraid to let the player get lost.
Personally I think the images kind of speak for themselves.
I don't know. Two of the Super Metroid screenshots involve boss fights, which I feel unfairly favours it here. The first screenshot of Dread has a pretty cool look, I think, given the E.M.M.I. environment. There's nearly thirty years between these screenshots.
 
I don't know. Two of the Super Metroid screenshots involve boss fights, which I feel unfairly favours it here. The first screenshot of Dread has a pretty cool look, I think, given the E.M.M.I. environment.
I thought about the boss fights after I looked at the pictures but honestly I could have picked screenshots from nearly anywhere in Super Metroid and it would look unique. You've got that green underground jungle, that desert area and that blocky red area in brinstar. Norfair's got the fire caves, that weird looking bubble shit, ridley's underground temple area and so on. Every area in super metroid looks distinct from one another and there's not really many other games that look like super metroid.

I honestly had trouble telling the areas apart while I was playing dread. Those screenshots I grabbed from dread could all be the same area or different areas for all I know. They look like they might be different areas. The colours are sorta different but really it's hard to tell. Don't get me wrong. There's some things that looked really good in Dread. I did like the emmis and Samus's model looked good.
There's nearly thirty years between these screenshots.
I wasn't the biggest fan of the metroid 2 remake but even it managed to make things look more unique.
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I don't really like the art style much but I feel like it does a better job of looking like it's own thing.
 
Have we ever seen Samus hunting for bounties? The Federation has given her assignments but I don't recall her ever expecting payment afterward. I'm starting to think she isn't a real bounty hunter.
Didn't Retro want to implement bounties in Prime 2 and got told that it was a mistranslation and she was really a mercenary?
 
Didn't Retro want to implement bounties in Prime 2 and got told that it was a mistranslation and she was really a mercenary?
Nope, dumber than that!

That's actually correct.

The Japanese devs did not understand what a bounty hunter is. They actually believed Samus being a bounty hunter meant she was a mother figure with a heart of gold.

That is one of the biggest reasons citing the Japanese devs about their intentions regarding Metroid is hilariously stupid.

Proof:

 
I thought about the boss fights after I looked at the pictures but honestly I could have picked screenshots from nearly anywhere in Super Metroid and it would look unique.
Yeah, and the upgrade that was from the first two games is at least as big as the difference between Super and Dread.
Every area in super metroid looks distinct from one another and there's not really many other games that look like super metroid.
Maybe Super Metroid doing it first gave it a big advantage that later games can't have. It's practically impossible to have an aquatic area without it being compared to Maridia now, as an example.
I honestly had trouble telling the areas apart while I was playing dread.
I didn't, but I guess I can see that.
Those screenshots I grabbed from dread could all be the same area or different areas for all I know.
I wanted to say that they could've differentiate the areas better, like at the Chozo statues, but I think they did that. Maybe doing something crazy with the environments like in Super Mario Wonder could work, making it look like an acid trip at times.
I don't really like the art style much but I feel like it does a better job of looking like it's own thing.
I never played the remake, but yeah, I don't have any disagreements there. The same team made both, however, so I wonder what went wrong, if anything.
 
I thought about the boss fights after I looked at the pictures but honestly I could have picked screenshots from nearly anywhere in Super Metroid and it would look unique. You've got that green underground jungle, that desert area and that blocky red area in brinstar. Norfair's got the fire caves, that weird looking bubble shit, ridley's underground temple area and so on. Every area in super metroid looks distinct from one another and there's not really many other games that look like super metroid.

I honestly had trouble telling the areas apart while I was playing dread. Those screenshots I grabbed from dread could all be the same area or different areas for all I know. They look like they might be different areas. The colours are sorta different but really it's hard to tell. Don't get me wrong. There's some things that looked really good in Dread. I did like the emmis and Samus's model looked good.

I wasn't the biggest fan of the metroid 2 remake but even it managed to make things look more unique.
I don't really like the art style much but I feel like it does a better job of looking like it's own thing.
AM2R is a better remake.
 
Yeah, and the upgrade that was from the first two games is at least as big as the difference between Super and Dread.
The first two games had some pretty intense hardware limitations to deal with compared to even the snes. The two GBA games are decent and unique looking. Hell my biggest comparison for Dread isn't even the other metroid games, it's contemporary metroidvania games. Look at shit like Hollow Knight, the Blasphemous games, Axiom Verge, Afterimage(even though that one's kinda janky and Chinese looking). Those games all look pretty fucking great and unique. For a series that's almost always had its own look Dread looks like complete garbage next to those.

Maybe Super Metroid doing it first gave it a big advantage that later games can't have. It's practically impossible to have an aquatic area without it being compared to Maridia now, as an example.
Prime managed to do an underwater area that was fairly distinct from Maridia.
I wanted to say that they could've differentiate the areas better, like at the Chozo statues, but I think they did that. Maybe doing something crazy with the environments like in Super Mario Wonder could work, making it look like an acid trip at times.
When you look at the older 2d games. They're a lot more colourful. Dread's environment colours were very muted and drab. Even Fusion with it's space station setting horror vibes was quite a colourful game.
I never played the remake, but yeah, I don't have any disagreements there. The same team made both, however, so I wonder what went wrong, if anything.
I think they played it too safe with the art direction. I don't know what the reasoning for it was but it's almost like back in the ps2 days where gaming became very serious and everything needed to be grey and brown and serious because colours were bad and silly. Maybe it's because development on Dread started back then and that drab generic serious mindset carried through. The best part of metroid games for me is that feeling of exploring strange alien looking places. Dread just didn't really feel all that alien.

AM2R is a better remake.
I never actually played the 3ds one. My buddy had it but it looked kinda lame and I was super salty about the bullshit nintendo pulled on am2r because of their shitty remake.
 
The environments, enemies and graphics just felt generic. The general gameplay loop felt more like a generic action platformer with some stealth shit thrown in than you know, the genre that it gave it's name to.

As far as looking generic goes

I typed in Metroid Dread gameplay and super metroid gameplay into a search engine and grabbed four random screenshots from the top of the search from each game.



Personally I think the images kind of speak for themselves.
From playing dread I always got the feeling

I’d rather be playing Hollow knight than this…
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And with a lot of backgrounds in both dread and Hollow Knight looking similar or at least give a similar vibe with dreary tone droned out color palette.

I speculate if Hollow knights success is what got Dread greenlit and turned into. Probably just talking out of my ass but it wouldn’t surprise me.

Dread just felt way to linear throughout while at least after a third in Hollow knight there were a lot more options to go around.
 
From playing dread I always got the feeling

I’d rather be playing Hollow knight than this…
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And with a lot of backgrounds in both dread and Hollow Knight looking similar or at least give a similar vibe with dreary tone droned out color palette.

I speculate if Hollow knights success is what got Dread greenlit and turned into. Probably just talking out of my ass but it wouldn’t surprise me.
I personally treat Hollow Knight as the sequel to Super Metroid I always wanted but never got. It doesn't even bother me that Dread is kinda meh because Hollow Knight exists. The areas in Hollow Knight at least stand out a little bit from eachother. It's usually immediately obvious which area you're in when you're playing Hollow Knight though it can be a bit samey at times as well. I find the colours are still a little more vibrant than Dread too. Especially areas like the Hive, Queen's Garden and the Crystal Mines and the sickly orange in the Infected Crossroads. It did take me a bit to actually like the graphics in Hollow Knight though. At first it reminded me of some 2000's flash game from newgrounds or something and kind of put me off.
Dread just felt way to linear throughout while at least after a third in Hollow knight there were a lot more options to go around.
I've played through Hollow Knight 3 times now and all three times I've played through the game in a totally different way and collected everything in a different order. I completely missed the mantis Lords fight on my first playthrough and didn't end up beating them until after I'd already beaten the Hollow Knight for the first time. Deepnest was one of the last areas I actually explored that time. Whereas last time I went and got the tram pass pretty early. I was trying to see how far I could get before going to the soul sanctum and getting the dive thing.

The funny thing is most of the metroid games are actually pretty linear. Super Metroid is pretty sequence breakable but there really is a pretty defined intended order to the game. Zero Mission is fairly linear and even has those stupid chozo statues telling you where to go and you're unable to use some items until you get the gravity suit. The 'intended' sequence breaks they built into the game also just don't have that same feeling of breaking the game the way Super metroid's sequence breaks do and somehow make it feel even more linear. Like no matter what you do it's the intended route even if you're doing some tricky shinespark shit and end up somewhere early or something.

Fusion is completely linear and even hacking the game's event system to make it non-linearish was a fairly large hacking undertaking from what I read of it on the metroid construction forums. Metroid 2/am2r and I would guess the remake are pretty linear games that unlock the map based on your metroid kill count which means mostly clearing things out area by area. I don't know what it is about Dread that makes it feel so much more linear than all the others but I agree with you that it does. Even more so than Fusion and that game was starting to piss me off by the end of it.
 
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I don't know what it is about Dread that makes it feel so much more linear than all the others but I agree with you that it does. Even more so than Fusion and that game was starting to piss me off by the end of it.
To me at least… dread tries to pretend like it’s not linear by having go through secret passage and entering other areas before your properly prepared… the problem being they FORCE it and make it the only solution to the problem rather than have another route or cheesing the physics to get to place a earlier than you should be it’s the Only way to go. It would be different if it was possible to skip having to encounter Emmis and being able to beat the game without it, but you have to go through each emmi thing. And they made whole scene about one skip you could do (Morph ball bombs in Kraids fight if I remember, or possibly super missiles) but it’s like the developer saying “okay you get just this one”, it’s like when a developer removes a speed running glitch in a game that obviously doesn’t break the game just makes it go faster, it’s such a buzzkill
 
The funny thing is most of the metroid games are actually pretty linear. Super Metroid is pretty sequence breakable but there really is a pretty defined intended order to the game. Zero Mission is fairly linear and even has those stupid chozo statues telling you where to go and you're unable to use some items until you get the gravity suit. The 'intended' sequence breaks they built into the game also just don't have that same feeling of breaking the game the way Super metroid's sequence breaks do and somehow make it feel even more linear. Like no matter what you do it's the intended route even if you're doing some tricky shinespark shit and end up somewhere early or something.
Not sure what you're trying to say here. Super Metroid is linear because all the sequence breaks were unintentional. But Zero Mission is linear because all the sequence breaks were intentional? What's your idea of a non-linear game, then?
 
Not sure what you're trying to say here. Super Metroid is linear because all the sequence breaks were unintentional. But Zero Mission is linear because all the sequence breaks were intentional? What's your idea of a non-linear game, then?
Well Hollow Knight does it fairly well. It never feels like you're intentionally led anywhere even though a bunch of the sequence breaks are intentional or at least they were left in rather than removed.
 
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People who complain the most about "muh sequence breaks" in Metroid games probably aren't the types to actually do the glitches required for the sequence breaks, not to mention the fact that it's nonsensical to judge the quality of a game based on how hard you can break it.

You can't argue a route is "intended", and therefore this is a bad thing, just because the mechanics facilitate being able to beat certain parts early, as if this isn't the case for even Super Metroid sequence breaking as well.
 
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People who complain the most about "muh sequence breaks" in Metroid games probably aren't the types to actually do the glitches required for the sequence breaks, not to mention the fact that it's nonsensical to judge the quality of a game based on how hard you can break it.
You can't argue a route is "intended", and therefore this is a bad thing, just because the mechanics facilitate being able to beat certain parts early, as if this isn't the case for even Super Metroid sequence breaking as well.
I wouldn't argue that sequence breaks make the games better or not. It can be fun breaking a game but it doesn't really determine the quality of the game. I was just pointing out that all the metroid games are fairly linear but some feel more linear than others for whatever reason. It's really down to a subjective feeling. Mockballing under the gates in Brinstar, grabbing the super missiles early and skipping spore spawn just feels more fun than most of the skips in Zero Mission because it feels like it's something you're not supposed to do. Kind of like how sneaking into abandoned buildings is more fun than guided tours of abandoned buildings. Whether or not it was actually intended for Samus to be able to keep her speed while morphing at exactly the right time it feels like you've done something you shouldn't.

Actually, I will go back on what I said above and argue sequence breaks can make a game better. I'm never getting rid of my launch copy of Metroid Prime because it has the glitch where you can abuse the high jump thing that lets you get on your ship to get the space jump early. I gave that game a whole other playthrough after I learned about that just to try playing the game differently. As far as I know they patched that glitch out of later releases. I would say those versions are objectively worse games with less replayability than the one with the sequence break intact.
 
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Mockballing under the gates in Brinstar, grabbing the super missiles early and skipping spore spawn just feels more fun than most of the skips in Zero Mission because it feels like it's something you're not supposed to do.
At that point, you might as well be arguing, "I think these things are fun and these other things are not fun by my own arbitrary measure, therefore this other game that has the things I don't personally find fun is objectively bad."

Actually, I will go back on what I said above and argue sequence breaks can make a game better.
:thinking:

Setting that part aside, I mean, I can go and pick back up Prime 1 at any point and enjoy it without the sequence breaks. I did for PrimeHack and I did for the MP1 remaster. You do you, I guess.
 
At that point, you might as well be arguing, "I think these things are fun and these other things are not fun by my own arbitrary measure, therefore this other game that has the things I don't personally find fun is objectively bad."
I don't think I ever said anything like that in my posts but sure.
:thinking:

Setting that part aside, I mean, I can go and pick back up Prime 1 at any point and enjoy it without the sequence breaks. I did for PrimeHack and I did for the MP1 remaster. You do you, I guess.
Yes. But you can't tell me having more ways to play through something isn't better.
 
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AM2R is a better remake.
It's actually shocking how much effort autists put into that. More love than Nintendo had showed the series between 2008-2020.
Didn't Retro want to implement bounties in Prime 2 and got told that it was a mistranslation and she was really a mercenary?
I believe that was for Prime 3, they wanted a multiplayer component for the game called "Bounty Mode" I think. It would involve planet hopping to seek after targets or special objectives for upgrades (kindov like what many game have now). The mode was scrapped in the end, but I'm pretty sure Prime 3's trophy system was kindov like a leftover of that design process. You could get extras, concept art, and even bobbleheads for Samus' ship. Retro truly understood what an imposing badass Samus was, putting her into Conan the Barbarian poses and having enemies Worship Her like a Goddess in dioramas.
Samus the Barbarian.webp

I sincerely hope Retro actually has some kind of multiplayer or completed Bounty mode in Prime 4. When I talk about the game needing to be "safe" but not "too safe", I think that's the kind of stuff that won't even be attempted... They'll want to make sure the single player experience at the very least is up to par, they won't risk losing quality on a multiplayer mode.

After 8 fucking years of waiting, Prime 4 will be coming in at quite an interesting time. 8 years is the amount of time people were left in the dark from Super to Prime.
 
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