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This review contains spoilers

It’s not bad. Decent, even. Catch me on a nice day and I’ll tell ya it’s good! But as much as I enjoyed my time with Metroid: Dread (and I did enjoy it, mostly), I can’t help but feel like it plays things way too safe while also somehow fumbling a lot of the fundamentals. I think the clamoring for a new Metroid game may have overshadowed any priorities for what that game should be. Truthfully, the Metroid name has a lot of baggage. When I hear that name, I think of the NES original’s ambitious nonlinear structure, Return of Samus’s willingness to make you uncomfortable, Super’s masterful sense of immersion and player freedom, or Fusion’s total disruption of series tradition. Dread on the other hand is just… another Metroid. A fine Metroid, but there’s nothing here that really even attempts to be as innovative or transgressive as the 4 games it’s a sequel to, and that to me is the biggest disappointment here.

World design is once again Mercury Steam’s downfall. The linearity isn’t what bugs me –only 2 outta 7 games in this series truly dedicated themselves to the concept, if we’re being honest –but the way it’s implemented is pretty lame, I think. The map always spits you out exactly where you need to be, with any attempts to move off the beaten path usually met by dead ends. I never felt super connected to ZDR in the way I still do to Zebes or SR-388 or the BSL station, and I think it’s because the game never provides any incentive or really any opportunity to familiarize yourself with its layout. It doesn’t help that, while not as egregious as Samus Returns, the level design is still quite cramped and blocky. This doesn’t feel like a living, breathing world as much as a backdrop for a computer entertainment game. It’s also just a really obnoxious approach to building a Metroidvania, if you ask me. I decided to do some backtracking for items before the final boss, and had a pretty terrible time because so many of these screens are so tight and obstructive that they seem intentionally designed to hinder player traversal. The fact each major area is only connected by elevators and teleporters, each one equipped with their own lengthy, demotivating loading screen only makes things worse. And speaking of making things worse, the EMMI zones only serve to compound Dread’s issues with map design. The way each one has to gut whatever area it’s in to make room results in those areas feeling so much less cohesive. It doesn’t help that these zones each look identical, making a by all accounts very pretty and aesthetically diverse game feel visually samey in my head.

The EMMIs themselves also, uh, suck? I think these suck. Relegating each one to their own clearly-demarcated sections that you can freely walk in and out of immediately deprives them of any sense of oppressive spontaneity that something like the SA-X had. Then, once you actually get inside, it’s a formality. Either you effortlessly make it to the other side without hassle, or you get insta-killed immediately and respawn right outside the door. If these were more substantial sections with a little more leeway there might be interesting conflict here. But as is, I’m either gonna skate by mindlessly or I’m getting stuck repeating the same 10 seconds of gameplay over and over again, each loading screen killing the pace and my patience more and more. The omega cannon segments, a genuinely creative new idea, at least have some compelling puzzle design and an exciting flashiness to them. But for me they ultimately get really bogged down by an overly cumbersome control scheme and that same trial & error tedium. The EMMIs also lack any of the thematic resonance that made the SA-X or the Space Pirates of past games so memorable, which is like, the best part of these type of encounters??? I think even the devs get bored of these guys after a while, since they go largely absent from the mid-to-late game only for the final EMMI to be killed off unceremoniously in a cutscene. I dunno man, a big swing and a miss for me.

A lot of Metroid: Dread has this weird give-and-take to it. The power-ups are really cool and satisfying to use, but the way they’re implemented is shockingly unimaginative. Outside of a few optional missile tanks (the only optional collectible you’ll find 80% of the time), you’re mostly only using these upgrades as specialized keys for specialized doors, the grapple beam and ice missiles being the biggest offenders. Boss fights are fantastically frenetic, but so many of them are copy-and-pasted, particularly in the late game, that they lose a lot of their initial impact. I actually really like the attempt at a steeper difficulty, but while some challenges feel really tense and gratifying, others like the EMMIs just feel like banging your head against a wall until it cracks. The game is fucking stunning to look at, easily one of the best graphical showcases for the Switch, but the environments themselves are just kind of bland and forgettable to me. Outside of some novel Chozo structures, it all felt like more of the same caves, plant areas, waterworlds and Norfair clones I’m used to.

This review seems really mean and that’s because yeah, it is. But as I said at the start, I did enjoy my time here. For all that I think Dread gets wrong, I think it gets Samus very, very right. Her controls feel wonderfully agile, and the way she moves in cutscenes is just…so fucking cool like holy shit wow. While I don’t think her moveset here has as much depth as it did in Super or as much crunchiness as in Fusion/Zero Mission, I can’t deny how satisfying the simple act of moving and shooting is in Dread. This was the thing that really ruined Samus Returns for me, but fuck dude, even the counter and Aeion system don’t make me want to kill myself now! It’s a remarkably fun game to play considering how unremarkable so many of it’s design decisions are. And hey, as nitpicky as I can get here, I can’t deny how great the sense of spectacle is here. Sure it’s fanservice, but that Kraid fight had me a hootin’ and a hollerin’, and moments like that go a long way in the final analysis. I have a lot of grievances with Metroid Dread, but I don’t think it’s a bad game per se, and I’d easily recommend it to any aspiring Metroid fan. Just, y’know. Play the other ones first.

“But schlocky,” you cry, “Does all this redeem Mercury Steam for Samus Returns?” Hahaha absolutely not. Are you fucking kidding me? Have you read the articles about what they put their developers through? No way man. Burn that shit to the ground.

it tells its story in a way only a game can, and it is all the better for it.

Ico

2012

a little quaint but very much a beautiful work of art that i adore. i had a conversation with a friend about how brain rotting fortnite is and it deeply depresses me that hardly anyone touches this masterpiece. the puzzles are challenging but never impossible, even an idiot like me was able to complete it without a single use of any guide. playing it made me realize this must be an amazing game to experience as a kid; puzzle solving, keeping track and caring for another that helps your patience and to completely immerse yourself in a mostly quiet ambience. some moments of silence that is elevated with a rush of ocean wind should not only be much appreciated in video games but also in todays world especially with how chaotic everything has been (i sound dumb as hell but i hope my point comes across).

Server issues aside, this is one of the most entertaining and interesting co-op PVE shooters ever. The entire feel, the chaotic nature, and the brutal difficulty makes this an awesome time. I know this game is only 2 weeks old for now, but some new content would be killer, although what we have now is plenty. Also... premium battle pass : ( . and the fact that you can buy currency that you can already earn in game pisses me off. AWESOME GAME that i will probably play for quite a while!

When it comes to run-based games, I'm usually less interested in ones that are too focused on luck and grinding as elements of success. Loop Hero sidesteps this by being essentially a weird hybrid of run-based and idle game, which makes the grinding feel like the point of the game, rather than a thing meant to arbitrarily gate completion from me.

The problem is maybe that it's not a great idle game. As much as the shifting of bottleneck resources is a part of that genre, everything in LH quickly became bottlenecked by a specific resource that can only be obtained via very specific builds, and drops pretty rarely. Still pretty fun, but I'm flagging on chapter 3. Overall, a fantastic gamepass game. Exactly the sort of thing I'm glad I played but also glad I didn't pay for.

Ok

Elden Ring, is the nice boy in class, he has all the good grades, he's not particularly ugly, he's cultivated, he'll likely gonna get into a good university once he's gonna graduate, he seems to have no flaws, except one, he's painfully boring in its flawlessness

Demon's Souls on the other hand, he's the bad boy , he's dark, sinister, a bit cringe , he has black hair, he makes barely passable poetry , he smokes marijuana and is involved with several case of high school crime, he always brings a guitar and listen to 21 pilot on his airpods, not the kinda guy you should get interrested in, he looks silly , he looks like a fucking looser, he thinks he's goat, but he's not goat, he's just a piece of shit edgy kids and oh my god I hate this guy, but one day you go to a party

Who did you end up in bed with ? That's right , not fucking ER, he's too good for this, It's DeS, you woke up next morning, and he fucked you and you look past the bed border and your mom is lying on the floor , fucked like she never has been before. Then he wokes up with pancackes, kiss you goodbye and leaves you with a teen pregnancy he's never gonna act upon. But the memory of such an experience will last with you for the rest of your goddamn life

I can't believe I'm saying this, but in all honesty, DMC1 was nowhere near as bad as I thought it would be. I can't even lie, I tried getting into this so many times in the past but always dropped it because of the absolutely God awful first mission where the camera is so fucking bad it literally made me feel nauseous. But outside of the first level, it didn't bother me that much. It isn't "good", but it was manageable. The boss fights were janky as hell at times but still quite entertaining.

So yeah..... Surprisingly pretty fun. There are a lot of things that haven't aged all that well and can be massive inconveniences a lot of times.... but it was manageable, that's all I'll say. To sum it all up, It wasn't outstanding in any specific aspect, but the overall experience was quite fun, and in all honesty I think this'll grow on me even more and I might increase the rating in the future.

There's just a lot I'm willing to forgive when the emotional highs go that high. Muddled politics, uncomfortable stereotypes, kinda dull rpg design... I see a very sincere 40 year old boy and I let myself squint past the things that upset me.

De longe o melhor jogo de luta de anime.
Os golpes e mecânicas de cada personagem refletem muito bem suas versões animadas, e a arte então... sem comentários.
Dá pra deixar o jogo ainda melhor com alguns Reshades e Mods, que transformam personagens do jogo em outros personagens que não estão disponíveis no jogo base.
Jogar com o Goku Instinto Superior, a música do torneio do poder tocando e os efeitos sonoros saídos direto do anime lhe dão uma sensação surreal de imersão na porradaria da franquia.
Tempo de jogo: 65 horas

beautiful soundtrack, incredible non-verbal storytelling, sick world building, and tight combat. just good as hell.

i should give up on action adventures platformers and roguelikes. It is not my fate

I'd like to thank this game for what it did for mental health, not because of the actual contents but because pfps from this game and its sequel make it easy to identify people who would damage it

yeeech ... covidcore. The licensed therapists at Talkspace.com could help this person for sure

SpecterOfTormentcels seething over PlagueOfShadows Chads

It's gonna be hard to get into, takes so many hours of learning, and that makes it not new player friendly (I've tried to get friends into this game). But as someone who watched tons of this game, it's better than the first. It has flaws, but is probably the best social deduction game for experienced players.