Metroid Dread (Switch)

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Matchstick
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Re: Metroid Dread (Switch)

Postby Matchstick » November 28th, 2021, 1:57 pm

VideoGameCritic wrote:Is there even a health meter in this game?

To be fair, bosses in the 2D Metroid games have never had health bars. They may change colors or change shape as they take damage, but they have never had a typical health meter. That didn’t come along until the Prime games.

(Still, that didn’t stop you from giving several past 2D Metroid titles an A :P )

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MSR1701
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Re: Metroid Dread (Switch)

Postby MSR1701 » November 28th, 2021, 2:02 pm

Matchstick wrote:
VideoGameCritic wrote:Is there even a health meter in this game?

To be fair, bosses in the 2D Metroid games have never had health bars. They may change colors or change shape as they take damage, but they have never had a typical health meter. That didn’t come along until the Prime games.

(Still, that didn’t stop you from giving several past 2D Metroid titles an A :P )

Though the color changes in Super Metroid/Metroid Fusion/Zero Mission were able to be registered as you fought. Against Dread Kraid, only Cutscenes were noticable indications that I was inflicting enough damage.

Amusingly, for as much as I played Metroid II, it was a LONG time until I learned that firing missiles into the back of Omegas did significantly more damage than the front.

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Matchstick
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Re: Metroid Dread (Switch)

Postby Matchstick » November 28th, 2021, 3:02 pm

NES Kraid showed absolutely no signs of damage as you fought him. There was audio feedback (you got the little "RAWR" noise every time one of your shots connected) but that was it.

Maybe Dread's Kraid fight is meant as some sort of homage? (Probably not...)

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VideoGameCritic
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Re: Metroid Dread (Switch)

Postby VideoGameCritic » December 5th, 2021, 7:24 pm

Still going. Probably around halfway through.

Voor
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Re: Metroid Dread (Switch)

Postby Voor » December 5th, 2021, 10:54 pm

Enjoying it any more?

VicViper
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Re: Metroid Dread (Switch)

Postby VicViper » December 6th, 2021, 5:47 am

In terms of difficulty, it's a logical step up from both Fusion and Samus Returns without being too much.

In Fusion, the enemies were already hitting rather hard, and here not only they still do, but a bunch of them are rather agile and react fast.

The controls can be rather overwhelming (almost every button is as vital as the other), but every time I died, it always felt like it was my fault (although some of the EMMIs are annoying). There's a lot of control you have over Samus' movement and aiming, so it's never unfair.

If we were given Super Metroid, Metroid 1, or Castlevania: Circle Of The Moon types of controls in Metroid Dread however, we'd get massively screwed. Hell, even Super Metroid & Circle Of The Moon controls within their own games were occasionally very annoying.

That said, Hard Mode's damage values are absolutely bonkers. Even those seemingly harmless droids in EMMI rooms that just fly around deal about 40-50 damage to my recollection, and the spear armored Chozo mini-boss when the first area is frozen dealt at least 255 damage to me when I entered in contact with his body (not his spear, his body). I say "at least", because I had 255 HPs when it happened and died from it. >.>

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MSR1701
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Re: Metroid Dread (Switch)

Postby MSR1701 » December 15th, 2021, 8:42 am

VideoGameCritic wrote:Still going. Probably around halfway through.


How goes the run?


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