"There's no indication on the map, there's no indication visually, that the ceiling needs to be shot"
Uh, there's enemies in the space above the ceiling, there's obviously space in the room where one could aim up at it, and the Metroid series is fucking known for having places where you're supposed to blast the ceiling/floor/walls to progress that are obfuscated from the player's view. Not to mention, basic ammo is free, so what's it going to cost you to try and plink at everything in a dead end if you're stuck?
Dude obviously wants the "breakable wall" look on everything that should be destructible in a game, and ends up sounding like a whiny bitch in the process.
EDIT: OMG, could you imagine the level of salt he'd generate if he actually tried to play Hollow Knight?
Used to really like Jaffe but he’s come out as a turbofag lately. I don’t know why so many people are picking this particular Metroid game as their hill to die in, it seems pretty standard to the rest of the series difficulty wise.
I don’t know why so many people are picking this particular Metroid game as their hill to die in, it seems pretty standard to the rest of the series difficulty wise.
Because most of them probably haven't played a "Nintendo-Difficult" game in ages and they're too used to having their hands held through every last bit of every game out there. Hell, I saw one article using the now-trite Dark Souls comparison for it. I haven't played it yet, but it sounds like there's nothing in it that you wouldn't have seen in Super Metroid, Fusion, or Samus Returns. Games haven't gotten harder, people have turned into entitled pussies that don't know how to git gud.
If that was a secret area then fine. If it's required for game progression then I'd probably ask for something of a hint that I didn't get from that video. It's not really new to have something like that though. I've been playing Metroid fusion lately while traveling and I ran into being stuck pretty early on as well. I'm stuck on Summon Night 1 on GBA right now. Sometimes I don't mind being stuck, it's part of the game. Certainly not something I get that pissy about.
To be fair, if you haven't been using aim to shoot the monster on that ceiling, then yes, you absolutely have zero indication that that ceiling is destructible.
That may have cut it in the 90's but I think most people DO expect better than relying on random luck to avoid getting locked out of progressing.
I encountered that ceiling and destroyed it instantly without even thinking about it, because that was how I was dealing with the ceiling enemies, but if you're doing it like he was... Yeah, you're just never going to destroy that ceiling until you decide to aim at it instead, which you might never do if you're the sort of player who doesn't like to stand still.
pronouns in bio
doesn't matter
Especially when the classic Twisted Metal games had similar hidden areas that required to do similar actions.
after 1-2 succesful games some devs get god complexes. ie everyone at blizzard after Blizz North Closed.
Uh, there's enemies in the space above the ceiling, there's obviously space in the room where one could aim up at it, and the Metroid series is fucking known for having places where you're supposed to blast the ceiling/floor/walls to progress that are obfuscated from the player's view. Not to mention, basic ammo is free, so what's it going to cost you to try and plink at everything in a dead end if you're stuck?
Dude obviously wants the "breakable wall" look on everything that should be destructible in a game, and ends up sounding like a whiny bitch in the process.
EDIT: OMG, could you imagine the level of salt he'd generate if he actually tried to play Hollow Knight?
Used to really like Jaffe but he’s come out as a turbofag lately. I don’t know why so many people are picking this particular Metroid game as their hill to die in, it seems pretty standard to the rest of the series difficulty wise.
Because most of them probably haven't played a "Nintendo-Difficult" game in ages and they're too used to having their hands held through every last bit of every game out there. Hell, I saw one article using the now-trite Dark Souls comparison for it. I haven't played it yet, but it sounds like there's nothing in it that you wouldn't have seen in Super Metroid, Fusion, or Samus Returns. Games haven't gotten harder, people have turned into entitled pussies that don't know how to git gud.
It's because it's new, it's good, and it's actually a game you play, as opposed to a cinematic experience.
Is dread a new switch metroid? or is it from an older system?
Kek
If that was a secret area then fine. If it's required for game progression then I'd probably ask for something of a hint that I didn't get from that video. It's not really new to have something like that though. I've been playing Metroid fusion lately while traveling and I ran into being stuck pretty early on as well. I'm stuck on Summon Night 1 on GBA right now. Sometimes I don't mind being stuck, it's part of the game. Certainly not something I get that pissy about.
Imagine playing a game like Metroid without shooting every single wall you come across.
Is it actually a thing in Metroid? I don't have a ton of experience with the series. A little bit of Prime, a little bit of Fusion is all.
Yeah, pretty common for games like Metroid and castlevania, I attack walls all the time.
To be fair, if you haven't been using aim to shoot the monster on that ceiling, then yes, you absolutely have zero indication that that ceiling is destructible.
That may have cut it in the 90's but I think most people DO expect better than relying on random luck to avoid getting locked out of progressing.
I encountered that ceiling and destroyed it instantly without even thinking about it, because that was how I was dealing with the ceiling enemies, but if you're doing it like he was... Yeah, you're just never going to destroy that ceiling until you decide to aim at it instead, which you might never do if you're the sort of player who doesn't like to stand still.