![]() In the 20 years since we last saw bounty hunter Samus Aran run around in one of these 2D space stations, there have been several indie games modelled on the Metroid format – such as Iconoclasts, and Hollow Knight – that offer far more atmosphere, depth and life than Dread's slickly predictable tunnels.įor newcomers who may arrive here with different expectations, it may be a challenge to stay invested. There is little to hold the player in the world beyond the feeling of a perfectly executed attack or dodge. Metroid Dread is proficient at all of this: it feels good to play, for a while. A limited map you unlock gradually and rewardingly. #Super metroid gates over falling blocks series#The recipe for a Metroid game is clear and concise: there's a labyrinthine system of rooms and corridors, an oppressive science-fiction environment, an escalating series of power-ups. At best, it'd just be a feature or something Like, when I play two completely different JRPGs, I don't really think about how I wish one was more like the other. A shame because you can like more than one thing at once and not constantly go on about how one game should just be a copy and paste of the other, especially not when they're so different, as you pointed out. Unfortunately, with gaming communities being as toxic and so willing to compare in order to prop up or knock down other games because of who made it, what platform it's in, etc., that was always bound to happen. In general, Hollow Knight is rarely knocked down, even on Era. However, like you said, that's just reactionary to how a lot of Hollow Knight fans have been trying to knock down Metroid Dread, for whatever reason. There are areas where the game can be criticized but the criticism needs to be in good faith and not about what the game is aiming for. ![]() As much as I couldn't end up getting into Hollow Knight, I myself never found the non-linearity or large map downsides at all, albeit I do wish there were more points to move quickly between areas and with more direction but I imagine many might find that more nitpicky. It's a bit much.ĭread does use items to great effect, and FYI I freaking loved it, moreso than every other Metroid games I've played besides SM, but am I not allowed to think they could have handled gating a bit differently? I think it would have been funner to give a bit more freedom and let us use some items earlier in the game outside of actual puzzles.Ĭlick to shrink.Oh I won't disagree with that. In Dread, you have missile doors, super missile doors, plants, grappling hook blocks, doors you need to Stealth through, doors you need to aeion dash through, doors you need to hook, doors you need to charge shot, storm missile doors, plasma doors, large shot doors, phase beam doors. After that, all the "Gates" are locked behind environmental puzzles mostly using movement related items (and the frost beam) which are useful for the duration of the whole game and not just for puzzles or gates. Super Metroid has 3 color gates, one you can open after five minutes, the second after 30 and the last one at the half-point. I think I know it well enough to compare Dread to it. ![]() I've finished Super Metroid over 100 times. ![]() I wish people were more understanding of that fact instead of trying to push this never ending pissing contest about which approach is objectively better. Obviously there's still some crossover appeal between the two, but someone that likes Metroid isn't necessarily guaranteed to like Hollow Knight and vice versa. Metroid leans in hard into its much faster pacing and the incredible depth of its movement mechanics while Hollow Knight is much more about raw exploration and discovery (which comes at the cost of less complex moment to moment gameplay). I wish Hollow Knight wasn't brought up as much as it is in these threads because the appeal to me isn't even similar to a Metroid game at all beyond having upgrades and an interconnected map. It's kind of understandable because overenthusiastic Hollow Knight stans are really fucking obnoxious and people want to take them down a peg, but it's pretty unfair to the game itself (which does basically everything it sets out to do excellently). I've seen a ton of reactionary complaining recently about Hollow Knight's huge map and non-linearity, even though those two aspects are arguably the main appeal of the game. ![]()
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