Well, that’s when things started to get a bit more…heated. In fact, fans tried pointing that out to Jaffe on Twitter and elsewhere. The point is that the game encourages you (both directly and indirectly) to try shooting blocks when there is no other clear path forward. In fact, there’s a tutorial screen early in the game that mentions that “some destructible blocks are hidden” and that “if you run into a dead end, try shooting at your surroundings.” Furthermore, there is a clear passage above the blocks, and there are enemies around the blocks that seem to be subtly informing you that those blocks are destructible. However, it has to be said that this particular puzzle isn’t necessarily an example of that design trope. To be very fair, “shooting your way through hidden blocks” is a particularly divisive NES-era trope featured prominently in some of the most frustrating retro games ever made. He seems to be saying that there needed to be a clearer indication of what you were supposed to do rather than simply hoping you will eventually try to shoot your way through a hidden block. That’s certainly a topic worth discussing, but before we get there, it’s important to point out that the crux of Jaffe’s argument is that this section of the game represents bad video game design because he believes it’s unintuitive. It's like devs WANT to push Players away.- DAVID SCOTT JAFFE October 10, 2021 And it's not an age thing I NEVER liked it.But it wasn't so rampant. Kena, Metroid, Returnal all leading the march towards super challenging games.Maybe it's NES generation coming into their own as designers but I fucking HATE THIS shit. However, shortly thereafter, Jaffe decided to upload a video in which he reacted to his own live stream by suggesting that the problem wasn’t that he couldn’t solve the puzzle but that the puzzle itself, and more of Metroid Dread, represents “bush league” design that “should not get a pass.” You really have to see it for yourself to appreciate Jaffe’s passion on that matter. Jaffe did just that, acted mildly frustrated with the game, and then seemingly proceeded with the rest of his life as so many of us would. Shortly thereafter, someone in the chat seems to have told him that he needs to shoot the ceiling in order to access the area above. After struggling to solve one of Metroid Dread‘s earliest puzzles, God of War and Twisted Metal director David Jaffe proceeded to go on an epic multi-front rant in which he referred to Metroid Dread as a “sacred cow” with “s*** design” and criticized modern developers for trying to make games too hard.ĭuring a recent Metroid Dread stream, Jaffe encountered an early in-game roadblock he couldn’t quite figure out.
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