I hate the feeling of being lost and not knowing where to go next. I typically don’t finish Metroid-alikes for that reason… I inevitably get stuck and don’t know how to proceed, or which magic bauble I need to unlock a door or reach a platform that’s just outside my jumping range.
Except for that one spot where you have to shoot at an unmarked wall to blow up some bricks to continue on the main game path. I understand having secrets behind unmarked walls but that bit really bothered me. It was the only time during my playthrough that I had to look up where to go next. The rest of Dread is really, really good at leading you in the right direction without feeling like it’s holding your hand and is honestly a marvel of game design.
I hate the feeling of being lost and not knowing where to go next. I typically don’t finish Metroid-alikes for that reason… I inevitably get stuck and don’t know how to proceed, or which magic bauble I need to unlock a door or reach a platform that’s just outside my jumping range.
Metroid Dread is really good at guiding you where you’re supposed to go next, but still gives you some freedom to explore on your own.
Unless you’re David Jaffe.
Except for that one spot where you have to shoot at an unmarked wall to blow up some bricks to continue on the main game path. I understand having secrets behind unmarked walls but that bit really bothered me. It was the only time during my playthrough that I had to look up where to go next. The rest of Dread is really, really good at leading you in the right direction without feeling like it’s holding your hand and is honestly a marvel of game design.