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Forums - Gaming Discussion - David Jaffe's take on Metroid Dread

Indigo has the same problem here (while complaining about Jaffe's opinion, then he realizes he got stuck in the same room "this is as they say a dead end")

1:12:47

https://youtu.be/1cMBdosJL_c?t=4367

Jaffe has a point, the room encourages you to slide through the lower bypass tunnel to get the missile upgrade and just run through. If you shoot and hit the enemy at the ceiling, it will just vanish and you get no clue that the wall is destructible. You have to shoot, miss and hit the ceiling to see the destructible blocks. The is no immediate reason to shoot that little enemy anyway because you can just walk below it easily.



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Question did he even finish monkey island?



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I file this under idiot youtuber acts like a moron for clicks.



numberwang said:

Indigo has the same problem here (while complaining about Jaffe's opinion, then he realizes he got stuck in the same room "this is as they say a dead end")

1:12:47

https://youtu.be/1cMBdosJL_c?t=4367

Jaffe has a point, the room encourages you to slide through the lower bypass tunnel to get the missile upgrade and just run through. If you shoot and hit the enemy at the ceiling, it will just vanish and you get no clue that the wall is destructible. You have to shoot, miss and hit the ceiling to see the destructible blocks. The is no immediate reason to shoot that little enemy anyway because you can just walk below it easily.

Lol he actually shoots the ceiling and uncovers that destructible blocks (like, they actually get destroyed) before even saying it was a dead end. Then it took him about two minutes to check all the dead ends before going back into that room and realizing that they were indeed breakable (since the blocks now changed indicating they'd been broken before). It doesn't seem like this is a big issue at all. A two minute roadblock in a game is really nothing, and now it's something he'll remember through the rest of his playtime. 



It really is his choice of words and tone that makes him an easy target. I don't think the hidden paths are as necessarily straightforward to a new player of Metroid as some are implying in this thread, but the fact that he can play a game for less than an hour and start commenting about "bad game design" without knowing what that game design actually is intended to be is why he is getting the pushback that he is getting.

Metroidvania games are about exploration and testing paths before and after getting power-ups. Think of them as advanced versions of the maze puzzle sheets where you have to find your path out . Making the progression explicitly obvious would undermine a large part of what makes Metroid games fun and challenging.

Bad game design is design that fails to achieve or detracts from the experience the game-designer is trying to instill. This particular method of mapping the world doesn't detract, but in fact adds to what makes Metroidvania's -- well Metroidvania's.

It is one thing to not like a Metroidvania game, and it is another to not understand the genre and then comment quite arrogantly about how the game you are playing is failing to live up to the experience expected in that genre.



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Indigo makes another good point: shooting rockets during cut scenes is a new concept, at least in Metroid and it is quite necessary for the scorpion boss. ADAM should have told about about that even if it breaks the 4th wall.

https://youtu.be/1cMBdosJL_c?t=6617



numberwang said:

Indigo makes another good point: shooting rockets during cut scenes is a new concept, at least in Metroid and it is quite necessary for the scorpion boss. ADAM should have told about about that even if it breaks the 4th wall.

https://youtu.be/1cMBdosJL_c?t=6617

I don't think that's another good point at all. It looks like he was discovering game mechanics organically. First he realized he could shoot after a quick time even then he realized he could use missiles. 



ClassicGamingWizzz said:
JWeinCom said:

His explanation was stupid as fuck. The game places enemies literally on the blocks you are supposed to shoot, and as Samus can shoot at an angle, the most natural way to hit the enemy would be to shoot in that direction. Additionally, you can actually see the room above above you, so you know there is some way to get there. There is no other path. The gameplay mechanic of, hit blocks that look like other blocks, has been around for at three decades, and is practically synonymous with the genre. Even if he as someone in the intustry did not know this before playing Metroid Dread, the game at this point has several times put destroyable blocks that otherwise look like other blocks directly in his path and he must have destroyed them to progress. They literally have an Emmi chase you into a narrow corridor with destroyable blocks. Aside from having a little fairy companion who pops up to say "Hey listen, you can destroy some blocks!" they did everything they could.

His opinion is, again, stupid as fuck. He's entitled to give his stupid as fuck opinion, and by the same token people are entitled to point out that his stupid as fuck opinion is indeed stupid as fuck. Claiming that people calling out a stupid as fuck opinion for being stupid as fuck is akin to demanding that Nintendo never be criticized is stupid as fuck. 

Games are serious bussiness !!!

Well, some of us came to a videogame forum to... you know, discuss videogames. I'm doing that thing where you make a point, then give reasons to support it. You don't seem to have anything of substance to contribute.

numberwang said:

Indigo makes another good point: shooting rockets during cut scenes is a new concept, at least in Metroid and it is quite necessary for the scorpion boss. ADAM should have told about about that even if it breaks the 4th wall.

https://youtu.be/1cMBdosJL_c?t=6617

That's not really a good point, unless you think a game should tell you literally everything.

If you can press Y to fire during a cutscene, holding R to shoot missles instead is a pretty logical extension of that. 

Last edited by JWeinCom - on 22 October 2021

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JWeinCom said:
ClassicGamingWizzz said:

Games are serious bussiness !!!

Well, some of us came to a videogame forum to... you know, discuss videogames. I'm doing that thing where you make a point, then give reasons to support it. You don't seem to have anything of substance to contribute.

numberwang said:

Indigo makes another good point: shooting rockets during cut scenes is a new concept, at least in Metroid and it is quite necessary for the scorpion boss. ADAM should have told about about that even if it breaks the 4th wall.

https://youtu.be/1cMBdosJL_c?t=6617

That's not really a good point, unless you think a game should tell you literally everything.

If you can press Y to fire during a cutscene, holding R to shoot missles instead is a pretty logical extension of that. 

Quick time events during cut scenes are common in gaming but not without button prompts and as a consequence you have to hammer fire buttons in every boss battle scene to discover these secret quick timers. Bad incentives and awkward design for a first run. Just give some prompts like any other game.