illwilldabeast
willdabeast
illwilldabeast

GaaS...I hate acronyms just a tiny bit less than I do Games as a Service.

So its, “So long, Gary Bowser?”

So you didn’t read about this game’s revolutionary foray into macrotransactions?

*searches entire review for the word “micro” Phrase Not Found.

He tried this on Twitch but he got no traction because he wasn’t doing it in a kiddie pool and bathing suit.

Now playing

I know my calculus, it says U + me = us :p

Now when students get caught on Pornhub, they can truthfully say they were just studying.

You know this is someone’s kink.

If you are stuck in a room with nothing else to do...shoot some walls? Its not rocket science. Do people not videogame a lot or something?

Also not posted in the article for some misleading reason:

Person was sequence breaking (getting into areas he wasn’t supposed to via tricks/glitches) and got stuck. A real soft

Yeah i feel the article is very misleading with these clips, and even the word “soft lock” to describe being... lost in a videogame? its weird 

Have people not ever played ANY game in the “Metroidvania” genre before? I’m very confused, Dread isn’t “new” in this regard. Games have been doing this since the 80's. Not to mention, Dread even gives you an ability to see hidden blocks later on and has a much more detailed map than most in the genre.

It doesn’t add ANYTHING positive to the game. No one is showing their friends clips of a hidden block they uncovered.”

In Metroid there’s almost always a hint — not a visual hint, but a design hint, like walking into a room that has seemingly nothing to do in it, or what you’re seeing and the map not lining up, or it being the only logical way for two areas to connect (something the player can make assumptions about because the games

At a relatively early point in the game, it literally gives you the means to scan for hidden blocks in any given area and then will highlight those blocks for a significant amount of time, which is *way* more than any previous Metroid title has done.  Mountain, molehill, etc etc

But things like they mentioned are literally the basis of the Metroid series. Hidden blocks, back tracking and looking for the powerups you need is core to the gameplay. Now for someone like the author who has poor vision, that can be an unfortunate thing for a game like this. But the thing with a Metroid game, much

One thing worth mentioning is that the two videos on this page are NOT typical gameplay scenarios. The first one even said as much in the reply to you asking if you could use it for this article

It’s more nuanced than this description. There will often be something that draws your attention to an area, begging you to take a closer look. The path forward might not be obvious, but if you use the tools at your disposal, you generally get a good idea of what to do and where to do it. Usually, the critical path

The devs have provided an actual TON of resources to get out of softlocks. In particular: if you go into your map and find an item of any type (from collectables to doors to breakable blocks), you can highlight that item, and every other one you’ve encountered will be highlighted.

It sounds like shitty game design because of the way it is described. When you actually play the game, breakable walls that you *need* to break to progress are pretty obvious.

This is so funny to me who has played everysingle metroid game trought my life and honestly fealt dread was pretty straightfoward,  not linear mind you but if it looked like you couldn’t do something you most definetly couldn’t until you got a new power.