Kinda a big problem I have with Dreads power ups. In other Metroids I always felt the missiles and energy tanks were good rewards. Not in Dread. Finding 1/4 tanks just spaces out the rewards for no good reason too. Bosses that use moves that have plenty of opportunities to refill your health and missiles also take away from the power ups you aquire along the way. The balance of rewarding the player with going off the beaten path to find the extras is not well done.I got 100% items. First Metroid game I've ever bothered to do so. Just so much fun exploring all the areas and checking them off.
Now getting my ass absolutely handed to me by the final boss. Turns out all the extra energy tanks and missiles don't help all that much...
The underwater EMMI is annoying as hell. I've been stuck on it for 30 minutes.
Just came in here to complain about this one lol. I like difficulty in games, but the EMMI sections just are not fun. It feels like it's missing at least one mechanic. I can't believe those sections made it into the game in this state. Other than that I'm mostly enjoying the experience.I am legit shocked this was considered a good idea. EMMI encounters in general have felt like a huge hinderance in an otherwise stellar game. Laser sponge, trial and error, gimmicky encounters, just awful.
Late January/Early February 2022 when nintendo reveals sales figures for Oct-Dec 2021When (how) can we realistically get first worldwide sales numbers (both retail and digital)?
Kinda a big problem I have with Dreads power ups. In other Metroids I always felt the missiles and energy tanks were good rewards. Not in Dread. Finding 1/4 tanks just spaces out the rewards for no good reason too. Bosses that use moves that have plenty of opportunities to refill your health and missiles also take away from the power ups you acquire along the way. The balance of rewarding the player with going off the beaten path to find the extras is not well done.
Nice, thanks!Late January/Early February 2022 when nintendo reveals sales figures for Oct-Dec 2021
It helps to focus on the right of the screen and jump earlier. There are also only two jump heights you really need to worry aboutGod damn, the boss fight against Experiment Z-57 is truly kicking my ass right now. Even when I recognize every single attack, the timing for dodging them is what's fucking me up. That attack with the wind pushing me against the wall and forcing me to spin jump out of all those patterned shots is what's pissing me off the most. Even the guides are just like "jump good lol". Bah!
Edit: beaten! Simply had to git gud.
I suppose that could only be pulled off during a wind tunnel attack, eh?It helps to focus on the right of the screen and jump earlier. There are also only two jump heights you really need to worry about
Also, during that fight, if you manage to build up enough speed using Speed Booster and crouch to store Shinespark energy, can dash into the boss to instantly finish it off
Yep they definitely went overboard with them in my bookI am legit shocked this was considered a good idea. EMMI encounters in general have felt like a huge hinderance in an otherwise stellar game. Laser sponge, trial and error, gimmicky encounters, just awful.
I suppose that could only be pulled off during a wind tunnel attack, eh?
Anyway, I beat it, so I don't have to worry about that shithead no more.
I am legit shocked this was considered a good idea. EMMI encounters in general have felt like a huge hinderance in an otherwise stellar game. Laser sponge, trial and error, gimmicky encounters, just awful.
Kinda a big problem I have with Dreads power ups. In other Metroids I always felt the missiles and energy tanks were good rewards. Not in Dread. Finding 1/4 tanks just spaces out the rewards for no good reason too. Bosses that use moves that have plenty of opportunities to refill your health and missiles also take away from the power ups you aquire along the way. The balance of rewarding the player with going off the beaten path to find the extras is not well done.
You pretty much described a Metroid game...hell, that pretty much covers most Metroidvania games in general. Seems you don't like the genre, but that doesn't make it bad.yes! so many things are done wrong. I can't believe the ratings this game got. it's average at best
- let's stay linear, well we can't connect environments from here, slap a teleporter there!
- missiles being the only thing to hurt bosses is annoying except very few otherwise scenarios
- enemies were varied somewhat but weird in that they conveniently shot laser beams etc. detracted they were not believable
- environments were not doing it for me. maybe i've been there fone that sort of deal. or maybe they weren't very interactive. water puzzles in beginning were sorta fun. then NOTHING. change lava flow … to just follow the linear path . turn on electricity… stupid.
bosses are the only thing they seemed to give love to.
I honestly think this might be the first time ever I'm going to quit out on the last boss of a game
Kinda a big problem I have with Dreads power ups. In other Metroids I always felt the missiles and energy tanks were good rewards. Not in Dread. Finding 1/4 tanks just spaces out the rewards for no good reason too. Bosses that use moves that have plenty of opportunities to refill your health and missiles also take away from the power ups you aquire along the way. The balance of rewarding the player with going off the beaten path to find the extras is not well done.
What part are you having trouble with? The last boss is a giant pain in the ass but it's possible to avoid all the attacks.I honestly think this might be the first time ever I'm going to quit out on the last boss of a game
Yeah that's the genre.yes! so many things are done wrong. I can't believe the ratings this game got. it's average at best
- let's stay linear, well we can't connect environments from here, slap a teleporter there!
- missiles being the only thing to hurt bosses is annoying except very few otherwise scenarios
- enemies were varied somewhat but weird in that they conveniently shot laser beams etc. detracted they were not believable
- environments were not doing it for me. maybe i've been there fone that sort of deal. or maybe they weren't very interactive. water puzzles in beginning were sorta fun. then NOTHING. change lava flow … to just follow the linear path . turn on electricity… stupid.
bosses are the only thing they seemed to give love to.
What part are you having trouble with? The last boss is a giant pain in the ass but it's possible to avoid all the attacks.
I honestly think this might be the first time ever I'm going to quit out on the last boss of a game
I got tolast night and had to walk away. I think I got to its "melee and then pummel with missiles" animation 3 times and it still wasn't dead. So either I am missing something or this one just goes on a bit too long.experiment z-whatever
I got tolast night and had to walk away. I think I got to its "melee and then pummel with missiles" animation 3 times and it still wasn't dead. So either I am missing something or this one just goes on a bit too long.experiment z-whatever
I got tolast night and had to walk away. I think I got to its "melee and then pummel with missiles" animation 3 times and it still wasn't dead. So either I am missing something or this one just goes on a bit too long.experiment z-whatever
You are probably letting it recharge its health. There is a part on the fight when it attaches four arms into the walls, and it absorbs energy. You need to lock the four arms with the Storm Missiles quickly so it won't have time to heal.
This fight is a pain in the ass. Just beat it last night on hard, I think I restarted 10 times. It feels like it was buffed a bit vs normal, but could just be that Samus is a glass cannon/fragile speedster on hard.
Destroy the arms on the second phase, either use storm missiles on all of them at once or use a charge shoot and a single missile on each to stop him from recovering health
The other option is to use a shinespark on its face right after the fan attack which is a guaranteed kill.
Ok here's a breakdown for each attackI can't get past the second part. I've tried for hours, I just feel like I can't consistently jump to avoid the attacks here the way the game wants me to.
It's not like I don't know what to do or anything, I just can't execute it. I dunno, maybe I'm getting old, I may just give up.
I got tolast night and had to walk away. I think I got to its "melee and then pummel with missiles" animation 3 times and it still wasn't dead. So either I am missing something or this one just goes on a bit too long.experiment z-whatever
If it helps at all...I can't get past the second part. I've tried for hours, I just feel like I can't consistently jump to avoid the attacks here the way the game wants me to.
It's not like I don't know what to do or anything, I just can't execute it. I dunno, maybe I'm getting old, I may just give up.
I can't get past the second part. I've tried for hours, I just feel like I can't consistently jump to avoid the attacks here the way the game wants me to.
It's not like I don't know what to do or anything, I just can't execute it. I dunno, maybe I'm getting old, I may just give up.
Ok here's a breakdown for each attack
Phase 1 - Armor
The black hole takes 4 missiles to destroy an drops missiles and energy
The 270 degree beam wave thing has a safe spot near him, either morph ball or crouch to keep distance. Then get ready for the three hit melee combo.
The charge up beam that looks like it hits the whole arena can be dodged by morph balling under it.
His dash attack can be countered but I never got the timing right on it.
When his armor is gold only a counter sequence (his taunt) will progress the phase
Phase 2 - Flying
Fights pretty similar to the robo chozo
The laser spam attack just requires you to circle him via space jump as he fires to stay out of the attack
The ground pound is pretty well telegraphed but flash stepping can save you in a pinch if you miss it.
The horizontal dash can be baited to go higher so you can safely be under it but I think you can also dash slide under it.
Phase 3 - Wingless
basically phase one with like 2 new attacks
Sun orb can be blown up by a power bomb for missiles and energy and makes the dodging WAAAAAY easier
Shinesparks go in a straight line when he goes blue
His charged laser beam tracks you until it fires, just don't be where it is.
Counter when the prompts occur
I love this fight but it's definitely no joke.
yes! so many things are done wrong. I can't believe the ratings this game got. it's average at best
- let's stay linear, well we can't connect environments from here, slap a teleporter there!
- missiles being the only thing to hurt bosses is annoying except very few otherwise scenarios
- enemies were varied somewhat but weird in that they conveniently shot laser beams etc. detracted they were not believable
- environments were not doing it for me. maybe i've been there fone that sort of deal. or maybe they weren't very interactive. water puzzles in beginning were sorta fun. then NOTHING. change lava flow … to just follow the linear path . turn on electricity… stupid.
bosses are the only thing they seemed to give love to.
It took me a good 6-8 tries before I beat him, but those attempts taught me things…I honestly think this might be the first time ever I'm going to quit out on the last boss of a game
EDIT: I'm sorry, I was being rude. What I mean is, basically every boss in the game is weak to stuff besides missiles. For example, the first boss is weak to regular beam shots when invisible. And many late-game bosses take more damage from beam spam than missiles. Many bosses take a significant amount of damage from the shinespark and provide opportunities to use it as well. Even the Screw Attack, an upgrade that traditionally does nothing to bosses, can severely damage a few. I think the game does a good job of balancing Samus's weapons in combat.yes! so many things are done wrong. I can't believe the ratings this game got. it's average at best
- missiles being the only thing to hurt bosses is annoying except very few otherwise scenarios
God damn, the boss fight against Experiment Z-57 is truly kicking my ass right now. Even when I recognize every single attack, the timing for dodging them is what's fucking me up. That attack with the wind pushing me against the wall and forcing me to spin jump out of all those patterned shots is what's pissing me off the most. Even the guides are just like "jump good lol". Bah!
Edit: beaten! Simply had to git gud.
I see all of the complaints about the boss fights. Multiple times I have gotten my ass handed to me in this game. When it happens, you get frustrated and at that point the game has won. When you are frustrated you are going to make costly mistakes. When I get to this point I pause the game and walk away. Usually to bitch to my wife that the game is kicking my ass. I take a deep breath, head back in and show the game that I am no one to be trifled with. Seriously though, it is so fulfilling to take down a boss on the first try after having struggled with it just 5 or 10 minutes before.
Grats!!! That was my least favorite part of that battle although overall I really enjoyed all of the Metroid bosses. Some really stumped me thoughI suppose that could only be pulled off during a wind tunnel attack, eh?
Anyway, I beat it, so I don't have to worry about that shithead no more.
Grats!!! That was my least favorite part of that battle although overall I really enjoyed all of the Metroid bosses. Some really stumped me though
Those Golden Chozo warriors almost ended my journey though but after them rest of bosses felt much easier
Ooooh thats a good tipOne thing that massively helps in the robot Chozo battles (especially on hard mode and in low% runs) is that they're super weak to the shinespark. The first one has enough space to build up a shinespark in the boss arena, and all the others provide a runway into the boss arena to get off one shinespark.
So one of the things I think Bloodstained did as a development task was force the boss designer to beat their boss without taking a single hit using a dagger.Just finished the game. Got my first 100% item clear in a metroid game and all I can say is I loved every second of it. What a wonderful game. The fact every attack can be avoided from every boss by decision is such a fantastic decision and I wish more games did that.
Don't get me wrong, some of the attacks are very difficult to dodge, but just the fact you can dodge them is so good.
"The developer who creates the boss must beat their own boss without taking a hit and only using a dagger," Igarashi told Gamasutra. "We almost didn't make it."
So one of the things I think Bloodstained did as a development task was force the boss designer to beat their boss without taking a single hit using a dagger.
Bloodstained's designers had to defeat the bosses they made without taking a hit
And with just a dagger.www.pcgamer.com
This is a really neat idea and I wonder if something like this influenced the boss design in Dread.
I'm experiencing that in Fusion right now. The general strategy for its bosses so far seems to be "React fast to hit it in its weak spot with a missile whenever it unexpectedly rams into you from offscreen. Trade blows until you win."Yeah, this design philosophy is great. It certainly didn't make the boss fights easy in Dread, but it's the first time in the series I felt like all the boss fights I could reliably or realistically defeat them without taking damage. I don't really want to go back to awkwardly getting bumped around a tiny arena as the boss flies from off-screen at seemingly random angles ...
Yeah, the bosses here felt like a clearer executed take on the boss design present in Fusion.Yeah, this design philosophy is great. It certainly didn't make the boss fights easy in Dread, but it's the first time in the series I felt like all the boss fights I could reliably or realistically defeat them without taking damage. I don't really want to go back to awkwardly getting bumped around a tiny arena as the boss flies from off-screen at seemingly random angles ...
Here's a video of it in action.
So one of the things I think Bloodstained did as a development task was force the boss designer to beat their boss without taking a single hit using a dagger.
Bloodstained's designers had to defeat the bosses they made without taking a hit
And with just a dagger.www.pcgamer.com
This is a really neat idea and I wonder if something like this influenced the boss design in Dread.
I just stood Samus in place and rotated the aim 360 over and over, the animation is sublime!