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VOID ARCADE: The AfterGame Podcast
006 Metroid Dread - 70% Better Gamer
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006 Metroid Dread - 70% Better Gamer

Ft. Chrizz

Brando and Chrizz take a deep dive into Metroid Dread an incredible game with lots to offer. But is it reaching its true potential? How does it stack up in the genre it created? Should you play it? All this and more are discussed when you join us for this episode, of Void Arcade, where you WILL become a 70% better gamer just for listening to it.

Shout outs:

Chrizz on Twitter

Brando on Twitter

Void Arcade on Twitter

Show Outline

  • Story/World

    • Is is a good continuation of Fusion?

    • Is it a good end to this narrative arc?

    • Is it a good “Metroid” story?

    • Favorite areas

    • Character/basic enemy thoughts(?)

  • Gameplay

    • % of completion for each of us

      • I imagine this leading right into “did they make exploration worth it?”

    • Difficulty thoughts

      • Normal Mode, Hard Mode thoughts

      • places we died frequently

        • Was this due to player skill or the game being dumb?

    • The Boss’s

      • Favorite Boss Fight(?)

    • “Upgrades”

      • Favorite upgrades?

  • Spoiler Territory

    • Reveal of the X parasites

    • Final boss talk

    • Final suit transformation talk

    • conclusion/ramifications/etc.

  • Overall thoughts

    • How does Dread stack up in its own genre?

      • vs. Hollow Knight, Ori and the Will of the Wisp (x2), Steamworld Dig games, Dead Cells(?)

    • What we didn’t like about Dread

    • What we Loved about Dread

  • Recommend the game?

  • Closing Remarks & Shout-outs

  • Brandon’s Unfiltered & Unsorted Thoughts

    • I loved Dread as a Metroid game (with the world, and Samus, and the X-Parasite and the Lore) but I do not think it is an evolution in the “Metroid Genre” (aka metroidvania) game. My main comparison is going to be Hollow Knight because Hollow Knight is probably the best Metroidvania ever made

      • My reason for this is because the game gives you upgrades almost too fast to appreciate them, in a “Metroidvania” sense. In this way, it feels magically linear, even though I know I can go wherever I want. Legit mad appreciation for the devs being genius’ of game design where they are able to do this.

        • Hollow Knight: 7 Major Abilities for traversal and stuff (over 30+ hours), Dread: 26 items and abilities (over 6+ hours)

        • After getting any of these upgrades, you can go on the mini-map, and pretty easily find the next place to use the ability, clear those rooms, up until the next item where you do the same thing. This was made especially apparent in my second “Hard” playthrough.

          • Compare this to Hollow Knight, where they give you subtle nuances to areas you can ALLLLmost reach, so when you finally get that ability you go “YES! I know EXACTLY where to use that.”

  • My fav boss is either kraid or the octopus guy idk corrupted bird knight dudes

    • The X parasite chozo were pretty fun too

  • Most difficult boss for me both times was that electric beetle X parasite dude, and killing the mech chozo in the forest (for some reason) and of course the final boss

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