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+39

Metroid Dread - Bad game design according to David Jaffe

PROTIP: Press the ← and → keys to navigate the gallery, 'g' to view the gallery, or 'r' to view a random image.

BAD GAME DESIGN ACCORDING TO DAVID JAFFE Minimap shows a room above you Enemies flying over the area you have to break (the first instinct is to shoot them) greyed out section points arrow upwards 22 / 23 orange windows drawing your attention to breakble area E44 same thickness of breakable blocks breakable area looks different it literally has the shape of a stair Enemies that crawl along ceiling, inviting you to shoot Not Pictured: In game tutorial explaining that you should shoot suspicious walls with missiles if you appear to be stuck panel of glass indicates that there is no Higher platform below the breakable area with the precise height to jump into the room above connecting wall

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wisehowl_the_2nd
wisehowl_the_2nd

in reply to Gouf Troop

I'll given Dunkey the one on the floor because that room lacks any visual indication unlike this example in dread and the hit detection on the rising pillar means you need to hit it dead on to trigger it. There's definitely an improvement overall in Dread with giving clarity to secret passages without making it too obvious and not going the Metroid 1/Shantae route of "lmao incorporeal walls".

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