#MetroidDread #Details #Samus Attention to detail in Metroid Dread is amazing! Here's 15 other little things that you might have missed :) Part 1: • 20 Cool Details in Met... Part 2: • 10 Cool Details in Met... / looygi
The animations on this game are unreal I don't think I've ever played a 2D game that feels so smooth, I mean I think most 3D games don't even put this much thought into animating all the tiny possibilities. Far too many games look like their characters are just gliding over the floor or uphill while a running animation is playing.
2 fun facts: everyone knows that Dread doesn't have single wall jump, However The blue Spider Magnet can allow you to single Wall jump. And The Metroid Suit arm Cannon's Teeth actually have an animation where they move outwards to use Missiles. This can only work with Cheats
Another detail that I don’t believe you have covered. During the elevator loading sequences, the lights move across Samus in the appropriate direction, and in the train sequences, she is always diving forward. They didn’t just make one loading screen, they made different ones for the direction she is moving.
You think I was playing this game and NOT comparing every little thing to Fusion? Of course I would notice that the tiny X's have the same sprite as the Fusion sprite that Adam shows you. Of course I noticed that the power bombs worked the same. Fusion was my childhood and this game did it so much justice!
Did you notice that all Chozo x-parasites are red, except raven beaks this could be showing that because Raven Beak is more powerful, it takes a better X to take over him, just a theory though
Honestly, it's really cool how the emmis' fast and slow timings attack Samus in different ways, slow timing pins her to the ground, fast timing grabs her.
I think the creature in the tank in Dairon more closely resembles the wasp hive boss fight from Other M. There are a few references from that game in Dread, the biggest being the return of the diffusion beam.
I'm keeping it very on the down low until I have a more developed pre-alpha but I'm currently developing a metroidvania and it's kind of nuts all the tiny details that organically develop like this during the creative process. This series of videos you've made has really put a smile on my face because I can completely see my own creative process in a lot of Dread's developer's decisions. A lot of "Hey, I have an enemy that kind of does that" or "Hey, I actually am working on a system where docile creatures are disturbed by nearby sounds too" and most of the time they're details I love putting in because I feel like they add a lot of believability to my worlds and that's a hugely important thing for me as a developer, but most of which I expect to go unnoticed. Videos like this make me happy to know the work that goes into stuff like this really is appreciated by players.
The attention to detail and animations in this game are incredible - I really hope Mercury Steam and Nintendo upgrade and post Samus Returns to Switch.