This game talks more than I want it to and is over-fond of cinematics. But I enjoy Samus’ verbs. I like that you’ve got a wall jump from the outset. I think I’m into the melee counter thing.
It’s okay, so far.
I don’t think I’ve played a search action game since Zero Mission released. While that’s not about to change, I’m really enjoying the differing takes in this thread, so thanks for that & keep it up!
V I T A L I T Y update: I couldn’t make it past the first jump
They disappointed Metroid fans to make a game for broken people like me to rent. Nice!
uh, seriously, is this jump supposed to be tricky? I don’t think I’ve ever had this problem in Super Metroid but I bang my head on the ceiling every time and I’m not getting different responses out of button hold duration or distance to ledge end
The more I (watch my partner) play of Dread I’m convinced the top priority was building on SA-X to the detriment of true open-endedness. It is not so condescending as to open up a map and give you a waypoint like Zero Mission – it lets you put it there yourself with oodles of information to problem-solve from the map itself.
I can see how this would be disappointing but I’m interested in how it is different. Especially eliminating the control awkwardness e.g. switching to morph ball.
I’ve got to get it up running in Yuzu and figure out an “accessible” control scheme because she’s reporting hand cramps from holding the shoulder buttons and it’ll be worse for me.
weird how modern metroid and modern 0451 are both like mirror images of each other in terms of what they do well and poorly
My partner likes this and Deathloop more than Super Metroid and classic Shock games respectively for the oblique pathing guidance. She keeps opening up the map to show me how she can see the sequence of unlocks they’re laying out.
It also occurs that they’re better games to watch as well, which I can’t rule out as a consideration in this design trend. This is the best Metroid to watch someone else play while you eat hot chip and charge your phone.
I think it’s one of the sprint button jumps? Quite a few jumps in this one demand you to gain good momentum using the shortest run-up possible. Morph ball jumps (holding jump while tapping down twice), consecutive bomb jumps and walljumps come in handy too, but luckily so far I haven’t seen any room where failing to nail a technique would be punished (otherwise I’d be screwed, SM walljump inputs in particular are still tricky to me in a way that forces me to turn off my brain and let muscle memory take over).
Got to the second zone and despite its goofy name I really like it BTW! Forces me to process space in a very involved way that quickly brings that pleasant exhaustion I last felt with G-String and Alyx, the higher skill floor opens some really cool level design possibilities, those critter rooms that lock you in until you start paying attention were great at teaching me what the hack is all about and the two rooms with mysterious statues felt more evocative to me than anything in Dread
A lot of the basic platforming in Vitality requires you to hold the run button on small platforms in order to eke out small increases in horizontal speed, which is something SM never requires. (I’ve heard of some folks having trouble with other jumps like this because their controllers are flaky with their run buttons.)
The game can be completed without any wall jumping, but I get the impression that the author’s girlfriend (who was reportedly the main playtester and the person for whom the difficulty was balanced) became a modestly proficient player over the course of the hack’s development. It wasn’t really meant to be a hard-type hack, but it is a step or two more demanding than the original.
you know, I forget about sprint in Super Metroid every few years
Anyhow, last night I made it to the final boss in Dread and good grief who in the world approved this nonsense?
i can’t emulate switch games for shit because of my CPU but I would 100% play this game for free lol
Highly recommend swapping L/R with ZL/ZR. I don’t know why they want you to hold the bumper rather than the trigger for free aim/missile mode.
I think if you map right stick click to C and use the d-pad as left stick you could play this with an M30.
I’m actually playing this on my 8Bitdo SNES pad and it’s honestly the only thing I’ve played on it that’s felt exactly right
Just played the first 20 minutes, but as a generael feeling I’d say the game is a “metroid-lite”, closer to the pace of something like Ori and the will of the wisps (without the platforming).
kind of feeling like i can’t tell whether i’d like this game or not, and so it is now on the “buy it on sale” pile. like parts of it seem fun and crisp to play, but it also doesn’t necessarily look or feel like what i enjoy about Metroid.
also i hate stealth in any game that isn’t a Hideo Kojima Production
I’m checking out the soundtrack for this on Youtube, but it’s kind of uninspiring isn’t it. Samus Returns had legitimate Metroid music so I’m disappointed MercurySteam actually regressed on that front