David Jaffe insists Metroid Dread has too many rooms after "The Room"

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  • Опубликовано: 16 окт 2021
  • David Jaffe, a great Game Developer, keeps blaming the devs at Mercury Steam of doing a "Bad Metroid Game", that Castlevania (Aria of Sorrow here) has better design. I'm not using other games footage this time, but he keeps saying that there is no indication that you have to search in "The Room" for a way out, lets see...
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Комментарии • 1,9 тыс.

  • @sloopgamer1730
    @sloopgamer1730 2 года назад +772

    Reminds me of the flat earthers which accidentally proved that the earth is round

    • @BlaizeTheDragon
      @BlaizeTheDragon 2 года назад +102

      "We have thousands of flat earthers around the globe" is my favourite take.

    • @CathrineMacNiel
      @CathrineMacNiel 2 года назад +6

      Thanks Bob.

    • @h445
      @h445 2 года назад +37

      lol they did the experiment proving the Earth was round and then said their equipment must be 'off' hahahah

    • @CathrineMacNiel
      @CathrineMacNiel 2 года назад +22

      @@h445 but not only that, Bob put the equipment into a specialised container so it wouldn't be influenced by cosmic rays and the like. Yet he came to the same conclusion that the Earth has a "15 degrees per hour drift" (thanks bob).

    • @vaannebilim
      @vaannebilim 2 года назад +7

      "its the curvature of the eye that makes it look like a glove from the space "

  • @hallucigenia7149
    @hallucigenia7149 2 года назад +1910

    There really is a poetic arc to this clip with how he goes to each supposed exit one by one, then dies because he just couldn't stop taking damage the whole time.

    • @gordgolbeck2919
      @gordgolbeck2919 2 года назад +68

      I literally never died once to a regular enemy the entire game. Only from EMMI and bosses.

    • @acidreighn
      @acidreighn 2 года назад +30

      @@gordgolbeck2919 holy... me too, so far. ()_o
      Maybe Jaffe needs to lay off the reefer a tad when he's streaming "complex" games.
      side note, would love to seem him try and play a fighting game online, the rants could be comedy gold.

    • @zlac
      @zlac 2 года назад +17

      A good game would auto-aim all the time and melee would insta-kill all the enemies, RIGHT JAFFE?
      God damn, if this is not a massive PJSalt PJSalt PJSalt PJSalt PJSalt PJSalt spam moment, I think nothing is! :D

    • @coolman229
      @coolman229 2 года назад +8

      @@acidreighn "This is bad design" is basically the Jaffe version of DSP's "Buggy mechanics!!!!" so I imagine we'd get 'This is how you don't play' levels of gameplay of Jaffe attempting to play a fighting game. He wouldn't block or dodge then blame the game for taking damage.

    • @jordanrock3494
      @jordanrock3494 2 года назад

      800 skeet skeet

  • @_IronLion_
    @_IronLion_ 2 года назад +1188

    From this point forward, this room shall be known as the Jaffe room.

    • @Buuhuu19
      @Buuhuu19 2 года назад +50

      That was literally my first thought when I got there myself on my first playthrough. "Oh, it's the Jaffe room!" 😂😂

    • @Misty25939
      @Misty25939 2 года назад +17

      The Jaffe room is my new favorite spot to visit.

    • @RedStar441
      @RedStar441 2 года назад +25

      >2021
      >Metroid Dread Released
      > *David Jaffe Incident*

    • @zam50
      @zam50 2 года назад +1

      I will

    • @Eyedunno
      @Eyedunno 2 года назад +13

      Oh yeah, that's gonna be fun when every room has a name like in Super Metroid. And yeah, this room can't be called anything else.

  • @TheLonelyGoomba
    @TheLonelyGoomba 2 года назад +2107

    Thank you for calling out his BS.

    • @sealeolover9436
      @sealeolover9436 2 года назад +13

      Love your content goomba. You do good work.

    • @khonsubast5056
      @khonsubast5056 2 года назад +18

      Hey now, you still haven’t been able to figure out how to get unstuck from between those two pipes. Don’t throw stones. Can Goombas throw stones? Hmm.

    • @MysteryAGMLegend
      @MysteryAGMLegend 2 года назад +13

      I feel you, as this crap is BS. He calls this bad design, but it’s meant to dead end you and get you to think and start at certain spots. This guy must never a Metroid game, like ever.

    • @virtualpellot933
      @virtualpellot933 2 года назад +7

      I agree! This fool has never played a Metroid game before or any game that plays similar to this one like Castlevania or Megaman ZX or Shantae. What a douche!

    • @RyouShi98
      @RyouShi98 2 года назад +4

      @@khonsubast5056 not enough room to charge a shinespark

  • @flamacue8729
    @flamacue8729 2 года назад +2571

    Originally I was willing to admit that the hidden blocks "might" be hard to miss, but right here he actually proved to me that the game does everything in it's power to direct you to the room in question. Thanks for the lesson, Jaffe.

    • @deltagearadvanced5140
      @deltagearadvanced5140 2 года назад +151

      notice too none of the other rooms have blocks as well. that room is literally the only one available that doesn't have an obvious door or hole you can't go through, suggesting you have to find one.

    • @Dr4egor
      @Dr4egor 2 года назад +17

      Obligatory Terraformer appreciation post :D

    • @gheredin4074
      @gheredin4074 2 года назад +116

      The strongest point in favor of "The room" is that it has an enemy RIGHT where you're supposed to shoot. You fire an extra shot? You discover it. You use a missle? you discover it. You miss a shot? Guess what's behind that enemy.

    • @delaneyelekes8660
      @delaneyelekes8660 2 года назад +61

      There ARE hidden blocks later in the game that you're expected to destroy though, when you do have more options.
      But I feel like this room is a tutorial for that. If you ever hit a dead end, don't just run out, shoot around.
      It doesn't *just* tell you at the start of the game, and expect you to remember. It forces you into a situation where you're more likely to figure that out through experience.

    • @venomsjunkmail
      @venomsjunkmail 2 года назад +53

      For me the thing that sticks out the most is the flying enemy on the upper section. Flying enemies do not hover two inches off the ground. The only time they ever get that close is when they dive bomb you. The game is basically telling you there should not be a ceiling/floor there.

  • @RE4PER
    @RE4PER 2 года назад +723

    This man just broke apart his own argument in real time.

  • @TheFantasticJoe
    @TheFantasticJoe 2 года назад +377

    When he proves through gameplay that there's nowhere else to go but he still insists "there are so many places you can go" it feels like he's trying to gaslight us.

    • @BaldorfBreakdowns
      @BaldorfBreakdowns 2 года назад +80

      He's gaslighting himself lol

    • @marcusbullock630
      @marcusbullock630 2 года назад +21

      i dont think he's smart enough to successfully gaslight anyone lol

    • @Punaparta
      @Punaparta 2 года назад +8

      Nah, gaslighting is intentional and malicious. This is just stupidity.

    • @dvol
      @dvol 2 года назад +30

      Another way of looking at this: The game actually does a really good job of making it *feel* open-ended all the time, even when it isn't. Jaffe seems to be pretty alone in having this much trouble here, but he's not alone in missing just how far the game goes to keep you from wandering off until you get it.
      Which is good! I'm guessing most players made it through the easy way, felt smart about it, and never realized how much design went into making it feel that way.

    • @populouslove1425
      @populouslove1425 2 года назад +5

      At this point I think people just like to use the word gaslight.

  • @bakubread9308
    @bakubread9308 2 года назад +223

    It is genuinely amazing that the game is so well designed that his desperate attempts to try to paint it in a bad light actually showed off exactly how good the design is by thwarting every attempt a play could make at ignoring the next point of progression

  • @ninjamaster9094
    @ninjamaster9094 2 года назад +4368

    I'm actually impressed. Despite his insistence that this is bad game design, all he's done is prove how well designed it actually is. I wasn't even aware that the game basically locked you in this area until you figured out how to get through "the room," and with it barely getting unlocked with the charge beam it's basically screaming that there's something more you can do in that room without actually being obvious about it.

    • @badomen8262
      @badomen8262 2 года назад +290

      Even better it makes you more observant later on so they don't have to soft lock you. A testament to lightly holding your hand at the beginning of a game to help keep the atmosphere as much as possible

    • @poijnve3912
      @poijnve3912 2 года назад +55

      it is the same before the first boss where they sofblock you in the tine room so you approche the new "invisible" enemy until it can attack you

    • @NECROcade
      @NECROcade 2 года назад +126

      not to mention that he literal in game tutorial on hidden breakable blocks was 15 minutes ago on an average playthrough AND there are enemies on Both sides if the ceiling that most people will just randomly have shot it anyway

    • @Donlad222
      @Donlad222 2 года назад +106

      all the 2D Metroids, from Metroid onwards, holds the players' hands without making the player feel like their hands are being held. Metroid: 1st room? Go to the right?(as video game logic back then enforced) Eventually, the game will block your progress with a morphball tunnel, so you go left, and directly left of where the game starts is the morphball. Once you get past that area, you reach a room that goes up or down. From the get go, Metroid teaches you that its ok to explore, and going left to progress(what amounted to near blasphemy in a platformer back then) is an option. Metroid 2: Right before the 2nd Metroid encounter, you see the molted remains of a Metroid, teaching you that if you see one of those, there's a Metroid nearby. Super Metroid: the eye catch mode outright teaches you tricks and teases new abilities to you if you wait. The entire Ceres Station section teaches the player how to control Samus and her floaty jumps(tap for a small hop, hold down longer for more height), it also teaches you early that there will be areas where you'd have to escape quickly. Then, it has the entire Metroid 1 tutorial in it, but out of order. Going right from the ship leads to a dead end, going left teases various rooms that are locked by pink doors, or hidden behind small morphball only areas, making the player go down area until you reach the Metroid 1 starting area. From there, new players can go right and reach a pink door(that can only be open by 5 missiles) or a room that needs the morphball to access. so the player goes left, and sees the power up. Unless the player knows of the wall jump, getting the power up soft locks the player into being forced to use the morphball to progress. from here the player can collect the missile in the room that needed the morphball, and can learn that shooting pink doors with missiles does something, and would cause players to shoot it more, thus teaching players that different colored doors can be opened by shooting it with something else other than the arm cannon. Heck, Super Metroid COLOR CODES the doors, with the missile tips being pink for pink doors, Super Missile tips being green for green doors, and power bombs being yellow for yellow doors. Super Metroid doesn't tell you this shit, but leaves hints for players to figure it out.

    • @rspy24
      @rspy24 2 года назад +60

      Metroid is actually super tightly design. It's amazing tbh. It Make you feel free to explore and sometimes lost but you really aren't.

  • @spencersegler
    @spencersegler 2 года назад +867

    I think I know what his problem is. Instead of shooting at enemies like a normal person who plays metroid, he runs face first into them until he dies which is why the hidden blocks aren't revealed to him.

    • @16BitGamerCat
      @16BitGamerCat 2 года назад +95

      That and he plays like he's playing metroid 1 instead of metroid 5.

    • @spencersegler
      @spencersegler 2 года назад +77

      @@16BitGamerCat you know, that's not necessarily a bad point. Metroid 1 and 2 didn't have diagonal aiming. With that said, I think the man should know how to aim diagonally by this point in the game. Especially since he's a game designer I guess?

    • @ZenoDLC
      @ZenoDLC 2 года назад +171

      @@spencersegler Nah man, Metroid 1 has the option to shoot straight up, this guy's playing Metroid like it's Megaman

    • @fieratheproud
      @fieratheproud 2 года назад +40

      @@ZenoDLC Oh god you're absolutely right
      Made even funnier to me by my own experience of going to Mega Man 6 right after finishing Metroid Fusion, I kept trying to aim diagonally and up before remembering that no, Mega Man can't do that. (Also kinda funny that I compared the Slide ability in Dread to the one in Mega Man when talking about the game to a friend who's more of a MM fan)

    • @spencersegler
      @spencersegler 2 года назад +30

      @@ZenoDLC You're right! He is playing it like Megaman. I don't know why he's playing it like Megaman though.

  •  2 года назад +94

    The game should add a Jeff mode that adds signposts telling you where to shoot.

    • @Cellmate
      @Cellmate 2 года назад +9

      It should also have an alternate ending that basically indirectly says "play normal or hard for the true ending."

    • @Xenobork
      @Xenobork 2 года назад +3

      Jaffe mode: 1 really tall corridor leading up to the gunship that you have to jump up

    • @minionofgruumsh
      @minionofgruumsh 2 года назад +1

      So.... the funny thing about this is... there's an optional powerup you can find that lets you use Aeion (spelling?) to highlight any destructible blocks around you for a short period of time. Immediately afterwards, your meter charges back up rapidly. This makes it infinitely usable and it serves *just* that purpose.
      It was definitely rather hidden to me, and came into the game later than right at the beginning; definitely after "The Room". But it's there. I much preferred how early you got the equivalent ability in Samus Returns, but what'cha gonna do?
      And for the record, yes; I am a person whom does not "click" with Metroid games and conveyance and gets fed up with them very rapidly. That ability is a godsend for me and helps me *actually* finish Metroid games. But that's a "me problem". Obviously plenty of other people have no problems with it and love the nature of the beast.

    • @tvirus9369
      @tvirus9369 2 года назад

      Well in the last metroid game they had the ability to see hidden blocks

    • @minilopgamer1950
      @minilopgamer1950 2 года назад

      And it should only be unlocked after you beat hard mode.

  • @minilopgamer1950
    @minilopgamer1950 2 года назад +348

    I want to thank this man for showing me how well designed Metroid Dread is. I had no idea while playing the game how it subtlety points you to the right direction. There was a lot of thought and effort out into everything. He keeps proving to me that this game is great. Oh and he’s also an idiot.

    • @AegixDrakan
      @AegixDrakan 2 года назад +4

      Yep, the only sticking points I had with the game was the start of Catasis, and being able to completely miss the Kraid fight for FAR too long, because it was through a small lava passage that I felt was telling me to come back later. XD
      Aside from that, the game subtly guided me REAL well.

    • @Cri_Jackal
      @Cri_Jackal 2 года назад +4

      @@AegixDrakan there's actually two entrances into the area with Kraid if I remember right?
      I've only done two playthroughs so far but I'm pretty sure I took different paths into there and also fought Kraid a bit earlier.

    • @Stephen-Fox
      @Stephen-Fox 2 года назад

      @@AegixDrakan The one bit I remember scratching my head over for hidden paths outside of bumping my 79% completion up to 100% was the path down to Escue - Weirdly I found the missile tank above the room where the path is before the path. And it wasn't a particularly long holdup, either.

    • @thenonexistinghero
      @thenonexistinghero 2 года назад

      Pointing subtly in the right direction can be good, but I'd say Metroid Dread goes way overkill with it. In older games it sufficed to just put a marker somewhere and let players figure out how to get there. But this whole game is filled with them pushing you towards the intended path to the point of them constantly locking off earlier sections. The only way to get back to them again is either by late/endgame or to go all the way around. This just discourages exploration before the endgame and is simply not good game design in the least.
      It was fine in Fusion. It was first for the franchise and the goal was isolation. It was also done better and they didn't constantly get in the way of the players exploring at their own leisure. This game doing the same thing, but worse... really wasn't a good choice. The game plays pretty well and save for some minor control issues it flows really well too. But there's a lot of questionable and just pretty bad design choices that keep this game at the level of just being a good game, rather than an amazing one.

    • @DumStrung
      @DumStrung 2 года назад

      @@AegixDrakan The game is actually subtly pointing you towards the Kraid fight once you get the Varia Suit... It block off the way forcing you to take the Red Teleporter which is leading right to the hot zone door to the Kraid path. And also before taking that door you can hear him roar hinting you into "something is going on here". And also that door is proceeded with a morph ball tunnel designed in shape of mouth is a beast's head, hinting towards a boss or an important zone down there.

  • @SeliphChalphy
    @SeliphChalphy 2 года назад +2021

    I've gotta hand it to this guy. Without him, I never would have realized how well-designed this random room is.
    The enemy on the ceiling prompts the player to shoot diagonally up at it, which makes it likely that you'll miss and hit the breakable blocks.
    Even if you don't do that, the natural course of action will still lead you to eventually finding the hidden blocks. If you try to backtrack and look for another way to go, you will quickly realize that the game has cleverly locked you into an area of just 4 rooms. The other rooms are: a big open area with 1 enemy, a vertical shaft with two doors that you can't get through yet, and a save room.
    "The room" is clearly the most suspicious of the four. You can see the pathway above you with an enemy in it, which clearly implies that you can somehow get there and the deactivated magma pipe leading from the save room to "the room" implies that you need to go through "the room" to open the magma door in the save room.
    The game has already told you that if you don't know where to go, you should try shooting missiles at walls and ceilings to reveal hidden blocks. When you put all of this together, you should come to the conclusion that there is a hidden breakable block in "the room" that will allow you to get to the upper pathway and eventually activate the magma flow to progress. And even after that, the platform in the middle of "the room" acts as an arrow pointing you towards the spot you need to shoot.
    This whole sequence is actually brilliant. Players who know what they're doing will be able to progress through with no issues, and for players who are struggling a bit more, it acts as a little tutorial to help them get the hang of the central gameplay loop. It teaches them to explore all areas available to them (the 4 rooms), identify the next major objective (turn on the magma flow), identify which direction is most likely to lead them to that objective ("the room"), and examine that area more closely to find the path forward (shoot the ceiling).

    • @Unknownlight
      @Unknownlight 2 года назад +179

      It's incredible how much work goes into things you'd usually never notice. A team of people spent a lot of time and effort designing the logistics of just this one single room, a room I probably blew past in 15 seconds on my playthrough.

    • @xanious3759
      @xanious3759 2 года назад +88

      @@Unknownlight good metroidvania/search action level design is an art-form

    • @andychua2766
      @andychua2766 2 года назад +62

      It’s legit beautiful game design. Teaching through game play something most games don’t do anymore

    • @nhuertasg
      @nhuertasg 2 года назад +91

      On top of that, at this point you just got the charge beam and the entrance to "the room" is the only charge beam door available, which is the game screaming ' this is the way forward!'.

    • @spencersegler
      @spencersegler 2 года назад +56

      The progression in this room felt so natural to me that I didn't even think of how complex the design is to brilliantly leading you forward. The fact that this guy got stuck here, claimed he was a Metroid fan, and doubled down on his stance of bad game design when infact it's quite the opposite baffles me.

  • @erimgard3128
    @erimgard3128 2 года назад +619

    Some day he'll find those rooms he's looking for.

    • @gadrielvanorion9872
      @gadrielvanorion9872 2 года назад +19

      In a different game

    • @danixyea4463
      @danixyea4463 2 года назад +28

      Exactly, once he gets the lava flowing, hahahahahaha

    • @AegixDrakan
      @AegixDrakan 2 года назад +10

      **waves hand** These aren't the rooms you're looking for.

    • @dingledorf887
      @dingledorf887 2 года назад +12

      Mabye the rooms were the friends we made along the way

    • @mooseyluke
      @mooseyluke 2 года назад +6

      Maybe if he shoots the ceiling he'll find them?

  • @newmoonshadow3038
    @newmoonshadow3038 2 года назад +195

    The real tragedy of all this isn't that David Jaffe made a mistake initially. Rather it's that instead of learning new game design tricks from the game, he keeps doubling and tripling down on his statements as if he's already supposed to know every aspect of game design that one can ever implement, and anything he doesn't immediately recognize must therefore be bad.
    Perfect demonstration of "a wise man always wants to learn, while an idiot thinks he already knows everything."
    I don't even blame him for not recognizing immediately what the game is doing, even as a game dev he has spent the bulk of his career working on 3D games, which require much more direct signaling as to where the player can go (it's way easier for the player to miss signals in 3D space than 2D space), and has never developed a Metroidvania at all (His few 2D game credits are action-sidescrollers, not metroidvanias).

    • @cloverfemmoo
      @cloverfemmoo 2 года назад +5

      @@ali56 that doesn't seem similar at all, actually

    • @CoralCopperHead
      @CoralCopperHead Год назад +1

      @@ali56 It's infinitely better, because the people who keep doubling and tripling down on the fact that this is good design are *_CORRECT._*

    • @Nyzer_
      @Nyzer_ 7 месяцев назад +3

      As someone whose first Metroid games were Fusion and Prime, I think just from running Fusion I knew about the "bomb every wall" trick when you get locked in a place. Just the sheer number of breakable blocks that had been signified before the game came close to ending made it clear that I needed to be thorough when I was locked into a too small space and unable to progress.
      This game literally tells the player earlier on that sometimes they'll have to find their way through breakable blocks that may not be blatantly marked. You might not find this by complete accident while shooting diagonally, but since you're locked into like three rooms and nothing else is signifying breakable blocks even half as clearly as this room is...

  • @aldrigforsent8862
    @aldrigforsent8862 2 года назад +74

    Legend has it that David Jaffe vowed to become a game designer after he realised he couldn’t beat Metroid on the NES or Super Metroid on the SNES. As the tale goes, his parents woke up one night to find David at the foot of their bed. Tiny fists clenched and trembling held over his head, proclaiming he would design a game with shiny indicators for people who couldn’t deal with adversity or challenge, while fighting back the tears of bitter defeat.
    “That’s the day David lost his innocence” his mother sadly admitted to one of interviewers. Her voice subtly breaking.
    “Yup. He knew he had a mission from that day on. Participation trophies for video games” his father quickly added while gazing off nowhere in particular.

    • @darkfernando35
      @darkfernando35 2 года назад

      at least in metroid of nes and snes u dont see black squares as a terrain :S

    • @VaderTheWhite
      @VaderTheWhite Год назад

      ​@@darkfernando35 yet there is often subtle indicitations that tell you where to shoot.

    • @arthursemeghinigallo3336
      @arthursemeghinigallo3336 Год назад

      ​@@VaderTheWhite And here too with some of the enemies up there in the place you have to go.

  • @TheGoodDoktor4451
    @TheGoodDoktor4451 2 года назад +714

    I’ve scarce seen a man more determined to convince people something is bad rather than just say he doesn’t like it. For what reason, I couldn’t say, the rationale is beyond me. But this is his crusade, and he’s sticking to it.

    • @kainedamo
      @kainedamo 2 года назад +85

      In one word: Ego

    • @milesprower6110
      @milesprower6110 2 года назад +5

      It's a real problem people trying to put themselves where they want to then ask at it to change more at their likes...
      Not everything has to be of their likes cuz not everyone are like them

    • @sounghungi
      @sounghungi 2 года назад +32

      They want to have their reason for disliking it to be objective so they can use it as a point against the game.

    • @Vulcanfaux
      @Vulcanfaux 2 года назад +29

      People have a hard time admitting they are wrong. Some will even die on that hill even when they know they are wrong.

    • @DatDude0925
      @DatDude0925 2 года назад +22

      He’s a Sony guy, and this is a Nintendo game. He’s been hating on Nintendo compulsively for decades.

  • @xxProjectJxx
    @xxProjectJxx 2 года назад +557

    You know, my biggest criticism of Dread is how often in closes off previous areas in the early game, but clearly it was necessary...

    • @PepperMarioo
      @PepperMarioo 2 года назад +26

      This game is definetly too line..... not enough linear ...

    • @NieroshaiTheSable
      @NieroshaiTheSable 2 года назад +71

      I like how it pushes you to either press on, or figure out how to sequence break. Fusion cracked down hard on sequence breaks, but Dread feels like it pushes you to use them.

    • @xxProjectJxx
      @xxProjectJxx 2 года назад +62

      @@NieroshaiTheSable yeah, Dread definitely allows for sequence breaking, which is why I wouldn't call it a linear game, but it can be a restrictive game early on.

    • @codetaku
      @codetaku 2 года назад +52

      @@xxProjectJxx As someone who has literally no sense of direction whatsoever, I really appreciated how restrictive it was early lol
      I love metroid games but I've historically been bad at them. Dread was more fun to me because the difficulty was concentrated moreso in the bosses over the pathing.

    • @xxProjectJxx
      @xxProjectJxx 2 года назад +19

      @@codetaku As a long time Metroid fan, it got on my nerves a little lol, but I get you. Great game either way.

  • @kaidos123
    @kaidos123 2 года назад +64

    i feel sorry for this guy. he's that dude that just cannot admit defeat in an argument. despite, literally, being stuck in a corner with nowhere else to go.

    • @ARCEUS493ZELDA
      @ARCEUS493ZELDA 2 года назад +7

      ikr, he's legit like: "oh i know im wrong but im too much of a prideful snob to ever let the public know"

    • @ulfrinn8783
      @ulfrinn8783 2 года назад +1

      I mean, he did vote for Biden so there's clearly a history of him being unable to admit he fucked up.

    • @kaidos123
      @kaidos123 2 года назад +4

      @@ulfrinn8783 i'm not from the US so i don't know what a Biden is. but i'll take your word.

    • @TopOfAllWorlds
      @TopOfAllWorlds 2 года назад +2

      @@kaidos123 Ignore him, he's just as bad the the guy in the video for bringing fucking US politics into everything.

    • @kaidos123
      @kaidos123 2 года назад

      @@TopOfAllWorlds right. Gotchya

  • @Antronix3
    @Antronix3 2 года назад +591

    I seen this live, and I was laughing so hard as he was disproving his point and still wouldn't admit he was wrong 😂

    • @Refreshment01
      @Refreshment01 2 года назад +19

      What would be interesting is if another developer with some notoriety approached him & explained what this video (as well as others in the comment section) have pointed out. Jus to see if he dares to keep this unreasonable position.

    • @snowman2149
      @snowman2149 2 года назад +3

      @@Refreshment01 Watch the interview he did with Gene Park

    • @ThatGreyGentleman
      @ThatGreyGentleman 2 года назад +1

      What did the chat look like? 😂😂😂

  • @unclemogi
    @unclemogi 2 года назад +307

    If you ever think you suck at video games, just remember there's always David Jaffe who refuses to learn and was killed by a very basic enemy

    • @kennyholmes5196
      @kennyholmes5196 2 года назад +27

      Jaffe at least managed to get through some of the game and actually get to at least one upgrade, unlike a certain Cuphead reviewer.

    • @piraterumble2973
      @piraterumble2973 2 года назад +8

      It's actually surprising he escaped the emmi for some time

    • @unclemogi
      @unclemogi 2 года назад +8

      @@kennyholmes5196 To that credit yes, but if Jaffe wants my respect back. He should beat the final boss without complaining. Though I'm pretty sure the final boss will probably whoop his ass clean

    • @smashbrolink
      @smashbrolink 2 года назад +21

      From now on, I'm going to refer to this level of "I can't learn simple things without a guide, I'm pissed, don't tell me I'm doing it wrong" idiocy as "pulling a Jaffe".

    • @unclemogi
      @unclemogi 2 года назад +22

      @@smashbrolink Imagine Jaffe trying to learn Shinespark

  • @DonWafle
    @DonWafle 2 года назад +12

    At the beginning at the game there's a text box that says "If you are stuck, shoot everywhere, Walls, ceiling, etc"

  • @Xino1217
    @Xino1217 2 года назад +42

    It's so funny seeing him desperately explaining that this game is poorly designed, yet the gameplay proves otherwise 🤣

  • @pen8142
    @pen8142 2 года назад +590

    Poor guy needs to learn to take the L and just stop digging.

    • @RhapsodyHC
      @RhapsodyHC 2 года назад +32

      The more he digs, the more Ls he takes.

    • @blackmario1117
      @blackmario1117 2 года назад +15

      he just lazy and stupid

    • @slippinjimmy3990
      @slippinjimmy3990 2 года назад +8

      He just needs to dig up!

    • @AriesT1
      @AriesT1 2 года назад +3

      BUT I INVENTED GOD OF WAR ... before deciding to only do unsuccessful casual games afterwards! 😢😢

    • @vodengc520
      @vodengc520 2 года назад +3

      In order for that to happen, someone would need to make him a QTE where he has to hit the L button.

  • @Leehzart
    @Leehzart 2 года назад +130

    I don't know why so many people find so difficult to just say "Im sorry, I was wrong" and then move on. Im pretty sure this dude knows deep down how wrong he is, but he already dug too far into it

    • @JediMB
      @JediMB 2 года назад +35

      Meanwhile, some of us anxiously make sure we've double and triple-checked that we're right before we make any kinds of assertions to begin with...

    • @Kesvalk
      @Kesvalk 2 года назад +20

      because he has a ego the size of a galaxy and the brain the size of a mustard seed.

    •  2 года назад

      because the internet

    • @masteroflag
      @masteroflag 2 года назад

      ruclips.net/video/Q8NydsXl32s/видео.html

    • @i.o4766
      @i.o4766 2 года назад +1

      I don't know why it's so difficult for people to fuck off and let things be. Just stfu and move on. Stop hounding this guy over his metroid fails. Just fucking move on.

  • @Charliestrife01
    @Charliestrife01 2 года назад +5

    “It’s not a dead end look, I can leave the way I came” yes you left the way you came in cause you reached a dead end…

  • @sillyman2
    @sillyman2 2 года назад +9

    "Realises he's wrong and he's just bad."
    I think... there were more doors because there was lava... flowing through this... tube... so there were more doors... _dies to a tiny enemy_

  • @hackingtuturugate5557
    @hackingtuturugate5557 2 года назад +101

    It is well enough designed that when I encountered "the room" I didn't think anything of it and went right through it without pitching a fit about it.

    • @devinspencer1678
      @devinspencer1678 2 года назад +20

      I didn't even know what room he was talking about for the longest time, it was that much of a non-issue.

    • @coolman229
      @coolman229 2 года назад +14

      Yeah I didn't even recall this room at first when he started his crusade cause I blew through it with no problems. He's the only person who I've seen that had an issue with this room.

    • @adam145
      @adam145 2 года назад +9

      I started my second run to get all the bonus gallery content. I just don't understand how it's possible to miss it. You're clearly being led in the direction and have both background and foreground indicating what to do.

    • @NieroshaiTheSable
      @NieroshaiTheSable 2 года назад +6

      It definitely helps that if you've touched Metroidvania games before, you'd know that a room visible on the other side of a wall means that wall's probably breakable. It helps even more when the game says it to your face in a tutorial.

    • @CryingShayme
      @CryingShayme 2 года назад +6

      Yeah, I don't even remember this room. It wasn't even a blip on my radar (figuratively speaking). I remember learning about secret breakable blocks and thinking, as a metroid newcomer, "oh shoot, I'm not going to finding many of those." And then for the rest of the game, almost every time I think, "huh, that looks like a place I might put secret blocks, let's spend a couple of rockets to find out," boom. Secret blocks.
      I am genuinely boggled by how intuitive their placement is. Sorry Jaffe. I don't what to tell ya, guy.

  • @TyphoonBlizzard
    @TyphoonBlizzard 2 года назад +262

    The thing I realized about half way into this game, is that the game constantly locks you into smaller sections of the map without you knowing. It might feel like its easy to get lost, but in reality you are usually confined to a small segment of map until you find the next item or teleporter. The way they do this is really clever. Opening one path might close another path so that you are guided in the right direction without waypoints. Its so much more clear now.

    • @kuribo04
      @kuribo04 2 года назад +34

      I did notice actually 😅
      Sometimes I worried that might make it too easy, but I still managed to get lost here and there
      game is awesome

    • @Virtualblueart
      @Virtualblueart 2 года назад +8

      Like getting the upgrade a the end of the collapsing/burning factory sequence were a falling machine blocks the orginal entrance.

    • @alexanderunguez9633
      @alexanderunguez9633 2 года назад +14

      I absolutely noticed it. The developers do a good job at guiding the player to the next intended target, and although I would have liked more options to backtrack and get lost, the fact that I only got lost once is pretty much a first for me with a metroidvania.

    • @CD-vb9fi
      @CD-vb9fi 2 года назад +5

      I definitely noticed this, but I actually do not like this kind of level design. Combine this with the EMMI and cut-scenes interrupting game flow... I have lost my interest in playing. I very much prefer how SM level design was done over this one. Some folks seem to like it... but I don't. It feels less like exploring on my own and more like being pushed through a maze. Why bother making the maze at that point if you can't go back? Sure it opens up more later... but after I did grapple beam skip... I lost interest and have not been back for a few days. I had more fun rewatching Burn Notice with my dad who has not seen the show before, than playing.

    • @BackPalSA
      @BackPalSA 2 года назад +7

      There are a TON of doors that just lock behind you for no reason other than to keep you on the other side of them. It's pretty obvious, and it kinda made me sad, but really as the world opens up it really feels good to go back through.

  • @LtAlguien
    @LtAlguien 2 года назад +175

    The fact he is still going and went so far as to prove himself wrong while trying to prove his point just tells me this is a has-been desperate for attention.
    For fuck sake, I saw people actually argue his point BETTER THAN HE DOES, by pointing people may miss shooting the ceiling due to the missile powerup placement in the room.
    Also, I would love to see somebody check Jaffe God of War and see how much "bad design" is there (I remember a GoW forced you to escort a human just to jam them against door gears to keep the door open, but for some reason, you couldn't use any of the monsters for that. But I could be wrong)

    • @DatDude0925
      @DatDude0925 2 года назад +24

      God of War 3. Certainly unintuitive and pointlessly brutal, but to its dubious credit, there was no way to get confused since it was linear as all hell.

    • @16BitGamerCat
      @16BitGamerCat 2 года назад

      Now THAT argument makes sense.

    • @Rexis102
      @Rexis102 2 года назад +8

      I got the missile power up and still managed to find the right blocks. But you know, I’m not an incompetent loser like Jaffa so there’s that

    • @daedrascrolls
      @daedrascrolls 2 года назад +9

      That was GoW3 but he didn't work on that game.

    • @thesnatcher3616
      @thesnatcher3616 2 года назад +6

      @@daedrascrolls It's weird, since the games coincidentally got better after he left. God of War 3 and 4 are regarded on a much higher footing than one or two.

  • @alkaiser112
    @alkaiser112 2 года назад +12

    I actually love how the game also uses small breadcrumbs to entice you to go the "right" way.
    Ooohh.. a missile tank upgrade benind a wall i can now morph ball through... I'll keep going that way.
    Ooohh.. a energy part right where i couldn't reach before, ill keep going that way...
    There are SO many of those.. and i still see so many people grab it, turn around, go backward, and scream "Where do i go? This Game is so confusing!!!"

    • @GBDupree
      @GBDupree 2 года назад +4

      Yeah, this game does everything it can to guide the player, making it the most straightforward and easy to navigate game in the series, if not the whole genre. And IT STILL NOT ENOUGH! It amazes me how much handholding is required for so many people nowadays, too many people think its bad game design when the game lets you figure it out on your own. This really shows you why they had to do it this way in order for this game to be successful. I'm hoping enough people learn how to navigate in this game so they can be more daring in the level design in the next one. Good game, I'm not complaining, I just wish it was a little easier to get lost honestly, as weird as that sounds. But I know they couldn't risk it, the series future was on the line.

  • @damaakus
    @damaakus 2 года назад +70

    The dude actually took a break before this area, so he hadn't gotten his bearings yet. He said he struggled to read the map, noted that he was too stoned to play Metroid, and was answering a question from chat whether it would be better to have sex with Samus or Zelda. And before he had a chance to actually think about his situation, someone in chat spoiled the solution for him. He ruined the game for himself and blames the game.

    • @minilopgamer1950
      @minilopgamer1950 2 года назад +4

      Wow………just………..Wow

    • @h445
      @h445 2 года назад +16

      so what was the solution?? was it samus or zelda??!

    • @GBDupree
      @GBDupree 2 года назад +9

      @@h445 The answer is obviously Samus, no question. The only way for Zelda to compete is if you didn't have to choose only one of the Zeldas, but the question is likely which ONE Zelda would you pick, at which point Samus beats them all.

    • @TopOfAllWorlds
      @TopOfAllWorlds 2 года назад +2

      @@GBDupree I mean (SPOILER)
      Wouldn't having sex with metroid kill you? And would samus even enjoy sex? She seems like an all business type of person. We don't see much of her personality in these games because of the situations she is always in. From what little we do see of her, that is the impression I get.

    • @jjabbott7249
      @jjabbott7249 2 года назад

      @@h445 I hope it's not Zelda. In most games, she's under 18.

  • @ArcNeoMasato
    @ArcNeoMasato 2 года назад +56

    This is just.... amazing. I've never seen someone be so oblivious to how they proved themselves wrong so fast and still blather on about how they're right.

    • @enforcerridley158
      @enforcerridley158 2 года назад +3

      I've seen it plenty of times. People who do that are called idiots.

  • @Agent234sp
    @Agent234sp 2 года назад +5

    I actually did get turned around here on my first play through, but I found out how to proceed, like, two minutes later and then learned a valuable lesson on how the world is designed that I could use to beat the rest of the game.

  • @plastikman7788
    @plastikman7788 2 года назад +100

    Jaffe: "I'm smart, I'm game developer, I know what I doing, rah rah rah"
    Also Jaffe, proves just how well made the game is. How it funnels the user into certain areas that teach you about things like walls to destroy.
    Honestly, he's never played a Metroid game before, because if he had, he'd know that wall breaking is a staple in the series.

    • @harpy3152
      @harpy3152 2 года назад +3

      I dont get it. ppl say he's a game dev, has he never played anything remotely similar to a metroidvania before? has he never played anything with a critical path hidden by destructables?? what games has he umm... dev'd?

    • @plastikman7788
      @plastikman7788 2 года назад

      @@harpy3152 God of War...

    • @TheDalisama
      @TheDalisama 2 года назад +2

      @@harpy3152 Someone showed a clip of him talking about how Shantae is peak game design, and there are hidden walls in there too.

    • @i.o4766
      @i.o4766 2 года назад +1

      I don't think he proved how well made the game is at all. I think the opposite. He proved just how much nintendo holds your hands, even in a game that is supposed to let you be free to do whatever the fuck you want. that is shit design.

    • @i.o4766
      @i.o4766 2 года назад +1

      @eric Spencer who the fuck is jaffe? I'm just making a point.

  • @commander2552
    @commander2552 2 года назад +81

    This was my first Metroid game that ive ever beaten. I got stuck a few times but it was nice not having hand holding

    • @rspy24
      @rspy24 2 года назад +7

      It's actually refreshing tbh... Pretty much all games now use a lot of hand holding. Sometimes we just sit and watch the game and not play it. Did you finished this game?

    • @RekizFilms
      @RekizFilms 2 года назад +24

      The game actually has hand holding quite regularly, but its so subtle that people often don’t notice.

    • @AegixDrakan
      @AegixDrakan 2 года назад +8

      @@RekizFilms Yeah. It often locks you into small zones until you figure out how to use your new powerup, and the boss attacks are all VERY well telegraphed, etc etc.
      Two sticking points notwithstanding, this game was VERY well designed.

    • @commander2552
      @commander2552 2 года назад

      @@rspy24 yeah on second playthrough

    • @commander2552
      @commander2552 2 года назад +5

      @@AegixDrakan that final boss was amazing

  • @gulfgiggleanimations4472
    @gulfgiggleanimations4472 2 года назад +47

    Holy shit, people were arguing “Well it’s bad design because you have no way of knowing that’s where you’re supposed to go” but the game literally locks you into that small section of the map until you figure out to go there specifically.

    • @CathrineMacNiel
      @CathrineMacNiel 2 года назад +8

      that argue is on equal level to dying to the first goomba in Super Mario Brothers because you didn't move, jump or did anything at all - because the game didn't tell you.

    • @GBDupree
      @GBDupree 2 года назад +8

      Even if we were to accept that the game "had no way of showing you that was the way to go", how would that still be bad game design? Is the only "good" game design the kind that never lets you explore, discover, or think for yourself? Should every game that doesn't have a giant neon sign with text explaining with great detail how EXACTLY to progress at every step, be called bad design? If anything the game allowing you to discover it can be called GREAT design, as it allows the player to figure it out themselves, as well as giving the player freedom to solve it in any way they want that works.

    • @tvirus9369
      @tvirus9369 2 года назад

      But why do that if in the last metroid game they had the ability to see hidden blocks

    • @CathrineMacNiel
      @CathrineMacNiel 2 года назад +2

      @@tvirus9369 you mean the scan pulse from samus returns? You get a similar aieon power later in dread as well.

    • @tvirus9369
      @tvirus9369 2 года назад

      @@CathrineMacNiel why did they put it in the beginning like in samus returns then?

  • @zekeram129
    @zekeram129 2 года назад +15

    When we start naming every room like we did with Super we need to name this room The Room

    • @jacobrodriguez3712
      @jacobrodriguez3712 2 года назад +2

      I prefer the jaffe room so future players can easily find out what makes this room special.

  • @giosystem9494
    @giosystem9494 2 года назад +150

    I think the main lesson I've learned is this:
    If you've never played a single game in it's respective series (which he gives me the impression he hasn't), why on earth would you let yourself grab hold of any major gameplay expectations? You'd essentially be asking to be made fun of if you also were to hold so much pride being as "experienced" as he claims he is .
    The only reason I can imagine he finds this game poorly designed is because he already had preconceived notions regarding absolute "good design". Essentially he thinks he can call it "bad design" because he's already decided in his brain what "good design" is, and if anything doesn't fall in line with his definition of "good", it gets called "bad". Not incredibly professional for someone so "experienced" I'd say.
    If all he said was "I don't think I like these type of games. Sorry guys", then I don't think people would care nearly as much. But from what I've seen, he's been propping up his so called "experience" in the game development field as license to not only somehow excuse his pathetically incompetent gameplay (where he clearly didn't even care enough about the game to exhaust all of his options which is what Metroid is kind of about), but also to condescendingly write off the entire Metroid fanbase as whiny and uneducated by comparison to him. Which isn't how you win any argument. HE as an adult made the choice to broadcast his gameplay onto the internet. So he assumes the risks involved. I'd be on his side if the people shitting on his gameplay were just being dicks making fun of a noob, but that's not the highlight here. He voiced his ultimate opinion, and when people address something he may have overlooked, he basically plugs in his ears and says, "lalala how would you know? None of you have any 'real' experience like me, the high and mighty self righteous Dave?"
    Last time I checked Metroid plays nothing like God of War fundamentally. So he's inexperienced in this regard. Period. Any factoids he brings up about his own experience developing God of War or Twisted Metal is pretty much irrelevant trivia. The only notable thing they all share in common is the fact that they're all videogames. It's like getting mad at someone younger than you just because they might have valuable information to share. Drop your fucking pride. No one who actually cares is asking you to apologize for being bad at the game. People have been firing back at your know-it-all demeanor. Makes no sense.
    With this stunt he's pulling, he's essentially teaching people that if we have any experience doing anything whatsoever, it's somehow admirable to look down on people we THINK are below us. As if It's ok to be a dick to the people around you as long as it makes you feel good about your own achievements. If we haven't even narrowed down the the exact field of expertise in question, the word "experienced" can't just be this irrefutable, binary state of being. Apparently none of us will ever know "good" game design until we've helped developed a God of War game just as he did. Honestly I hope he hasn't already played a Metroid game before because that would only add more embarrassment to his display.

    • @Ducilios
      @Ducilios 2 года назад +12

      He plays the game like is a Megaman game, which obviously doesnt fucking work.

    • @raphaelhemery152
      @raphaelhemery152 2 года назад +1

      Very well said

    • @whispersinthewind965
      @whispersinthewind965 2 года назад +9

      To quote Agent Kay: "As for your skills, as of now, they mean precisely, dick."

    • @giosystem9494
      @giosystem9494 2 года назад +2

      @@whispersinthewind965 I really enjoy the original MIB. I think it's partly due to the high quality Stan Winston-esque effects and more of a serious tone. I feel like the later ones abuse the jokes and quips a bit, bringing down the seriousness I'm willing to give them.

    • @DSan-kl2yc
      @DSan-kl2yc 2 года назад

      Everyone has preconceived notions. And he's been developing since before God of war.
      He did twisted metal that had a lot of secrets ect.

  • @joshbeck9761
    @joshbeck9761 2 года назад +13

    Jaffe also insits he is still a game designer when he isn't anymore. This new rant just proves this.

  • @Hyperencrpted12345
    @Hyperencrpted12345 2 года назад +64

    The thing about the room is that you'll likely break one of the blocks on accident by aiming diagonially upwards at an enemy.

    • @TGGA
      @TGGA 2 года назад +1

      Right! That's how I figured it out. Saw the enemy on the floor above and took a shot at it showing me the floor/ceiling is breakable

    • @egomegayolo4127
      @egomegayolo4127 2 года назад +14

      @@TGGA Meanwhile "El Jaffe" was jumping up and down to kill said enemy, which speaking from my experience with Samus Returns, if there was an enemy above me, I would use the targeting system.
      Might be an awkward analogy considering my lack of experience with Metroid as a whole

    • @thekenyonsquad5672
      @thekenyonsquad5672 2 года назад +4

      the funny part is that he proved here that even if you don't break a block by accident, the game locks you in a fairly small area so you aren't combing the entire map looking for a solution elsewhere. there's only so many things you can try before you figure it out.

    • @Minecraftgnom
      @Minecraftgnom 2 года назад +1

      But he said "He doesn't like the shoulder buttons. If I can shoot like Mega Man and kill the enemies, I'll do that."
      Little did he know, this isn't Mega Man. xD

    • @thekenyonsquad5672
      @thekenyonsquad5672 2 года назад

      @@Minecraftgnom did he actually say that?

  • @RhapsodyHC
    @RhapsodyHC 2 года назад +702

    LOL You can tell that he’s salty that his arguments were proven wrong. Now he’s just rambling on about nonsense which only makes him look dumber. This guy really needs to grow up and just admit he was wrong.

    • @milesprower6110
      @milesprower6110 2 года назад +41

      Remember how in God of War 1 there was a room after Poseidon's trident where you lift some columns to reach a puzzle's hint and the answer was to go quickly down behind the second highest column?
      Yeah, I don't know if he remembers doing that part of the level or if he even tested it if was made by other dude...

    • @AshkarBehek0
      @AshkarBehek0 2 года назад +16

      I mean, shame on him for not verifying his own point before pointing it out in public lol.

    • @kaptinbarfbeerd1317
      @kaptinbarfbeerd1317 2 года назад +34

      But watching him dig that hole even deeper is just too funny

    • @user-ez2qd3gu5v
      @user-ez2qd3gu5v 2 года назад +2

      He cant his a pagasus

    • @jeffnussbaum716
      @jeffnussbaum716 2 года назад +17

      @@milesprower6110 Frankly, given the entire Hades level in that game (particularly and especially the rotating spike columns), I don't think he's in any position to complain about bad design, even IF he hadn't been talking out of his ass here.

  • @SuperWiiBros08
    @SuperWiiBros08 2 года назад +123

    the only thing this guy taught me is that I will never play God of War.

    • @Dragular
      @Dragular 2 года назад +7

      True, lol.

    • @Trent957
      @Trent957 2 года назад +22

      Just God of War 1 and 2
      Definitely play the newer God(Dad) of War

    • @thesnatcher3616
      @thesnatcher3616 2 года назад +16

      Just don't play any of the games HE directed. 3 and 4 are pretty great apparently.

    • @codetron1.1
      @codetron1.1 2 года назад +28

      @@thesnatcher3616 HELLO? 1 and 2 are great games even if he directed it(the first one only) I enjoyed the games even if he is a lunatic. Only cuz he directed GOW doesn't mean those are bad games

    • @codetron1.1
      @codetron1.1 2 года назад +2

      If you do that you must be st*pid

  • @Ephraim225
    @Ephraim225 2 года назад +5

    Mass Effect reviewer forgets to spend talent points.
    Cuphead reviewer can't pass the tutorial.
    (FPS I can't remember) reviewer can't aim.
    Metroid Dread player can't find the hidden block.
    What an age to live in.

    • @DeskoDev
      @DeskoDev Год назад

      Was the FPS in question Doom Eternal?

  • @SamM_Scot
    @SamM_Scot 2 года назад +240

    That big of an ego he simply can't just own up and admit he's wrong. I despise people like this as admitting mistakes actually shows a bit of character as nobody is perfect :-)

    • @SamM_Scot
      @SamM_Scot 2 года назад +10

      @eric Spencer QTE sex scenes. Riveting "gameplay" 🤣

    • @tangerinetech5300
      @tangerinetech5300 2 года назад +2

      you must hate a lot of people cause hardly anyone does that these days

    • @AcidWords1
      @AcidWords1 2 года назад

      @eric Spencer Hey, he did eventually rip off Zelda to make the series great.

    • @Punaparta
      @Punaparta 2 года назад

      @@AcidWords1 Nah, that was other people. Jaffe only made the first two GoWs.

    • @AcidWords1
      @AcidWords1 2 года назад

      @@Punaparta Ah, just the mediocre button mashers then?

  • @Wulfman317
    @Wulfman317 2 года назад +139

    Good to see DarkSydePhil finally got that job in the industry. “I was pressing buttons and the door was locked dude! There was nothing I could do ack ack ack ack!” At least Jaffe didn’t tug one out on stream… yet.

    • @awesomehazimex7410
      @awesomehazimex7410 2 года назад +24

      So im not the only one who's getting major DSP vibes from this dude. "What do you mean I had to figure out how to use rations on my own!!!! The game should have told me what button to press!!!!! (button is clearly shown in the menu)"

    • @crmccauley1
      @crmccauley1 2 года назад +3

      He...tugged one out on stream?

    • @xxProjectJxx
      @xxProjectJxx 2 года назад +4

      @@crmccauley1 DSP did, yeah

    • @crmccauley1
      @crmccauley1 2 года назад +2

      @@xxProjectJxx uhh did he do it knowingly or by mistake?

    • @muslymier
      @muslymier 2 года назад +15

      @@crmccauley1 He didn't know. His face and torso were visible. There was no sound, though. The second time was with sound but no visual.
      ... yes he did it twice.

  • @TwilightWolf032
    @TwilightWolf032 2 года назад +7

    "You have to hit the enemy in the exact right spot"
    You mean the 80% of the ceiling that's breakable? And it's not the enemy you have to shoot, it's the ceiling, the enemy is there to lure you into shooting it, but the enemy is moving around, which makes it easier for you to miss and hit the block you're supposed to instead!

  • @sawdust8691
    @sawdust8691 2 года назад +9

    Man, I didn't even realize it locked you in there. This game is extremely well designed. For my first metroid, this has made a very good impression on me.

  • @henryfreundt9197
    @henryfreundt9197 2 года назад +81

    When someone that clearly never played Metroid tries to tell you the game it's bad and failing 🤣

    • @garabartero
      @garabartero 2 года назад +3

      Not even that, for a lot of people who are just more willing to learn this was their first Metroid game, and we only know about "The Room" because of David here.

  • @DarthAles
    @DarthAles 2 года назад +57

    0:25
    Anger
    1:22
    Bargaining
    1:33
    Denial
    2:17
    Acceptance
    (Depression is seen throughout the video as the bravado from his face vanishes)

    • @h445
      @h445 2 года назад +2

      'Acceptance: "Ahhhh Jaffe, you moron," ' - i'm dying bro

  • @TheMaskedDonut
    @TheMaskedDonut 2 года назад +4

    Honestly, if I had one complaint about Metroid Dread, it's that it will lock off previous areas a lot to make sure you DON'T get lost. Personally, I like getting lost in a Metroid world, and I kind of had to go out of my way to ignore the game's bread crumbs to get that sensation (which thankfully was possible because the game doesn't always do things like this).
    This is all to say that he is very, very, VERY wrong about having no clue where to go. It's like a teacher doing everything they can to hint, and lead a student towards the right answer on the test (without outright saying it), and they still get it wrong...

  • @fidel_soto
    @fidel_soto 2 года назад +7

    Let's not even talk about the fact that the game literally tells you in text to shoot your surroundings for potential secrets and stuff when you get your first missile and even shows you this since it forces you to shoot a hidden missile block right then and there.

  • @grambottle033
    @grambottle033 2 года назад +21

    Man baby lies about lava flow to protect ego, details at 10

  • @DroolingNoob115
    @DroolingNoob115 2 года назад +30

    Ah yes the lava flow, but hey if the lava was flowing then you would just end up at the room you need to go to anyways so having the lava flow if even possible before shooting through there would literally contradict the fact that he is stuck in that room.

    • @lapotato9140
      @lapotato9140 2 года назад +1

      highly certain the way to open that lava flow is a one way closed loop between the two other doors of The Room to begin with

  • @lammyjammer6670
    @lammyjammer6670 2 года назад +8

    There's a worst room than this one. I remember being stuck for about an hour backtracking because I was near a portal and thought that was the way out but it wasn't... I then went through the map through all possible ends and found this little room after the Emmi area at the bottom that I visited but left quickly. It had a small ledge at the very top with enough space for you to morph ball up there. I immediately thought "Ack... I missed that one" and lo and behold, I went up there and left some bombs and the way forward opened!
    I didn't get mad about it or anything... that's the whole point of "exploration". It's not exploration if you're being handheld through the entire trip. You have to feel like you're figuring out your way on your own in that regard. Backtracking has always been an expected part of the Metroid experience.

    • @TJourney
      @TJourney 2 года назад +3

      "...the whole point of 'exploration'. It's not exploration if you're being handheld through the entire trip."
      Excellent way of putting it very succinctly. What this guy seeks is akin to Undertale's intro, as Toriel holds your hand crossing the spikes.

  • @MrMisterMisterMr
    @MrMisterMisterMr 2 года назад +3

    BREAKING: Washed-up game designer calls out "bullshit" game design, proves how well designed the game actually is.

  • @H0VA
    @H0VA 2 года назад +65

    Now we know why Jaffe never made a game on the level of a Metroid Dread.

  • @SparkyForce
    @SparkyForce 2 года назад +64

    I already knew this game was well designed af, but this guy failing to prove how bad it supposedly is has actually made me realize that this is the best designed game ever.

  • @ExtremeAce
    @ExtremeAce 2 года назад +4

    "So many rooms to explore"
    Ah yes all other areas are blocked and my argument is falling apart but there must be 10 other rooms in the 5th dimension that I can explore.

  • @danixyea4463
    @danixyea4463 2 года назад +8

    I honestly laughed so hard, I though there was more places to go, but I guess I remembered wrong, this actually makes his arguments more invalid that before.

  • @miles2309
    @miles2309 2 года назад +84

    I was more on his side before but he showed how the game points you in that direction. It's one of the only place with enemies and the other directions are locked.

    • @dooplon5083
      @dooplon5083 2 года назад +10

      Plus, Dread tells you to look for hidden blocks by shooting walls and ceilings with missiles anyway, in plain text even, so he should've considered attempting that the moment he got confused before he started complaining.

    • @cristianalarcon9071
      @cristianalarcon9071 2 года назад +6

      @@dooplon5083 do you really think he can read? His games are just bad hack and slashs

    • @milesprower6110
      @milesprower6110 2 года назад +2

      @@cristianalarcon9071 heeey~
      It's fun to mash buttons for blood...
      _but that doesn't means that it's a better game tho_

    • @lancejburns
      @lancejburns 2 года назад +4

      @@milesprower6110 Everything you like about twisted metal and og god of war was done by other people, and he took the sole credit for. He's an idea guy, he pitches a concept, and other people are tasked with making it feasible and actually decent, because half his ideas are crap, while he basks in the glory and clout.

    • @milesprower6110
      @milesprower6110 2 года назад +3

      @@lancejburns yeah, I'm not that guy who thinks everything was made by one person in a product (except if it literally is by one or few)
      If we use God of War 1 as an example, there was a room that hides the progression path behind a column that it's supposed to be used as a platform instead of going around it xD
      I can bet he did not tested or played that little puzzle part, and by him saying that this Metroid room is a bad design and claiming to be the creator of the firsts GoWs... Just says that he's being hypocrite xD

  • @Gure_Shimo
    @Gure_Shimo 2 года назад +44

    You should use edits from "The Room" movie from now on, that would be great. Like "HAHA, WHAT A STORY MARK! (Jaffe)

    • @Philip027
      @Philip027 2 года назад +2

      "YOU'RE TEARING ME APAHT, DAVID!!"

    • @xoric713
      @xoric713 2 года назад

      From now it it should be called the jaffe room, in honour of this mans struggle to understand how this game works

  • @theleftfootedsultan
    @theleftfootedsultan 2 года назад +6

    Petition to officially name this the Jaffe Room.

  • @BlitzWalkthrough
    @BlitzWalkthrough 2 года назад +5

    I would say I’m a person that’s bad at Metroid, but I think this room was designed very well: I wasn’t stuck there at all

    • @obosuck
      @obosuck 2 года назад

      It wasn't his point but it does demonstrate the biggest problem I had with the game: It constantly locks you into a single path. He literally can't go anywhere but forward, dread does this a lot until you get to like the grapple beam or double jump. This might be really tight game design given it's otherwise traversable when you come back later, but it was quite annoying how long it took until I could freely explore and how easy it was to get stuck in another locked section where you couldn't freely explore.

  • @jgrant9281
    @jgrant9281 2 года назад +43

    Its a metroidvania..the entire genre fixates on throwing you into the game without any instruction aside from tutorial bits and advices. Exploration is the key to a metroid.

    • @jaimez.1646
      @jaimez.1646 2 года назад +8

      And the best part was: there even is a tutorial bit and advice that said “hey, if you reach a dead end: try shooting the walls, you might reveal a secret way forward.”

    • @MrMalkraz
      @MrMalkraz 2 года назад +1

      it's not a metroidvania dog it's just a metroid

    • @Careidina342
      @Careidina342 2 года назад +7

      @@MrMalkraz Yes, it's a Metroid. It is also a Metroidvania.

    • @sopaipillasss
      @sopaipillasss 2 года назад +5

      @@MrMalkraz metroid is still a metroidvania, it's literally one of the two games that is named after the fucking line of games

    • @Phyllion-
      @Phyllion- 2 года назад +1

      @@sopaipillasss Truth be told, the usage of the Metroidvania designation is kind of misleading since it comes from the rpg like element that SOTN added to Metroid's level design. So one could argue that; no, Metroid games are not Metroidvania as they lack the Castlevania portion.
      But in practice, yes, as the word just became the end all be all designation for any game that has an intricate map, regardless of its other core designs.

  • @zerorequiem42
    @zerorequiem42 2 года назад +33

    Please no one tell him about sequence breaks.

    • @garf02
      @garf02 2 года назад +7

      Please I want to see him even attempt an Shinespark Puzzle

    • @ZenoDLC
      @ZenoDLC 2 года назад

      @@garf02 Let's not bully the guy, I'm not sure he'll even figure out how to shinespark

    • @tvirus9369
      @tvirus9369 2 года назад

      Last metroid game he played was super metroid and that was when it was first released

  • @Lh0000
    @Lh0000 2 года назад +3

    The funny thing is, my only quibble with the game at all, is that it felt to linear before you got some of the more essential power ups.

  • @boying.
    @boying. 2 года назад +7

    it is okay to suck at games. I suck at games. what’s not okay is when you go blaming the devs/designers, especially when people actually figured things out just easily. I can’t believe this guy is an actual game designer/director.

  • @sygos
    @sygos 2 года назад +48

    this guy made millions directing games in the mid 2000s. imagine the people making games today 16 years later

    • @Silath01
      @Silath01 2 года назад

      What games did this guy make?

    • @AegonWithers
      @AegonWithers 2 года назад +5

      @@Silath01 most famously, the PS2 God of War games

    • @Silath01
      @Silath01 2 года назад +11

      Ahh explains alot about those games

    • @Turo602
      @Turo602 2 года назад +10

      @@AegonWithers What's hilarious about that is that God of War often had segments that diverged into 2 paths, and if you took the wrong one and progressed the story, you had no fucking way of going back. 😂

    • @bretginn1419
      @bretginn1419 2 года назад +1

      @@Silath01 To clarify, he only did God of War 1 and 2, and wasn't involved in the rest of the franchise. The other notable series he was involved in was Twisted Metal, being one of the designers for the first one, and being the director for the second one, Black, and 2012.

  • @jackedup92
    @jackedup92 2 года назад +181

    I think the technique he's doing is commonly called "negging". it's the act of putting down other people in an attempt to make themselves look better. I guess he's trying to prove his game dev clout by negging Dread's game design. I guess that's just what happens to game devs who no longer able to make games people want to play anymore. say hi to CliffyB for me Jaffe.

    • @alinepiroutek8932
      @alinepiroutek8932 2 года назад +11

      Who cares about Jaffe? XD.
      "Hey Sony, hire me, Dread is bad"

    • @SeekerLancer
      @SeekerLancer 2 года назад +15

      Yeah, I wouldn't care that he doesn't like the game if he didn't call other people morons and idiots for feeling differently. No one cares if you hate Metroid, just don't be an asshole.

  • @danherondraws
    @danherondraws 2 года назад +5

    that's really good game design, so many people just followed the logical path on their own without really noticing what was going on or even stopping to notice it happened, even Dav ended up realizing there was only one way to go, pretty cool!

  • @AegixDrakan
    @AegixDrakan 2 года назад +3

    Oh my god, I don't even like cake, and that was a delicious cake at the end. XD
    He came back to try to prove he was actually right, and proved himself wrong in real time. Such a thing of beauty.

  • @Mr.M2045
    @Mr.M2045 2 года назад +85

    I love how this RUclipsr was giving him a chance to explain himself

  • @Turo602
    @Turo602 2 года назад +19

    Holy shit, I didn't realize DSP had a brother.

    • @_-Lx-_
      @_-Lx-_ 2 года назад

      There's a whole family, DSP, Egoraptor, Jaffe, etc.

  • @solamon77
    @solamon77 2 года назад +1

    I didn't realize this is a thing people were struggling with. I found the way out pretty quick.

  • @cheesecrew
    @cheesecrew 2 года назад +2

    Just for shits and giggles it would be cool to see someone mod in like "Shoot here, David" signs around hidden blocks.

  • @Philip027
    @Philip027 2 года назад +23

    After watching several (probably) more experienced gamers tackle this game (and still not necessarily doing perfectly at it, but at least they all managed without too much trouble), I feel like I need to find this guy's run and see just how deep the rabbit hole can go.

    • @acadianalien
      @acadianalien 2 года назад +3

      He stopped after the 2nd Emmi. I don't blame the guy, he has a huge wave of people mocking him so he might not be motivated to continue playing Metroid Dread. He seems to like Catlevania so maybe this specific game just didn't click with him.

    • @Philip027
      @Philip027 2 года назад +3

      Saw the footage and... yeah, wow. It really makes you wonder just how many game developers are able to play/beat their own games.

    • @NuiYabuko
      @NuiYabuko 2 года назад +1

      @@Philip027 A game dev doesn't have to be good at playing games though. Heck, they don't even have to play games in their free time.

    • @ulfrinn8783
      @ulfrinn8783 2 года назад

      @@NuiYabuko It certainly helps if you want to be a good game designer.

    • @Philip027
      @Philip027 2 года назад +1

      Personally, I don't agree with that. I don't feel anyone who is this bad at basic functionality of a game should be anywhere near the driver's seat for designing one, particularly one that asks much more of the player than what the designer is themself capable of. It's just begging for your game to fall victim to various performance and difficulty imbalances.

  • @snowdex9160
    @snowdex9160 2 года назад +10

    There's a section with lights and lighter colors to the left and right of the section of destructible blocks. Also, if you look at the bottom texture of the blocks themselves they are individually outlined if both the foreground and background.

  • @justinwilliams1127
    @justinwilliams1127 10 месяцев назад +3

    The only thing he said that made sense was, "Oh, Jaffe, you moron."

  • @adammaher403
    @adammaher403 2 года назад +2

    *attempts to demonstrate how Metroid: Dread has bad game design*
    *accidentally demonstrates how Metroid: Dread has good game design*

  • @gnericc_mistyck
    @gnericc_mistyck 2 года назад +55

    I've gotten lost multiple times in this game. Each time I did I took a step back and looked over the map. I looked at the points in which I got a cutscene or a new upgrade or boss or whatnot. I know that I have to go somewhere beyond the last one of those points. Sometimes, like in the case of the Spider Magnet, the game was pushing for an area to go to now that you had the spider magnet.
    The point being, if you take a moment to think about what you can do with the last important thing you have accomplished, you can get through most, if not all of the game with relative ease. He ain't thinking though. He just running and gunning.

    • @acadianalien
      @acadianalien 2 года назад +5

      I got stuck in after the space jump and before the gravity suit. You are supposed to do to a long horizontal jump with your space jump in a water area. In my brain I thought water places were off limits until I get the gravity suit, but I had to revise my assumptions. Metroidvanias are like that :P

    • @MikhailFederov
      @MikhailFederov 2 года назад +1

      Use the highlight mode on your map to find where to go next. For example, after getting charge beam, you can see all charge beam doors highlighted on your map to see which doors you haven’t opened. After opening a thermal door, you can highlight all close thermal doors.

    • @JediMB
      @JediMB 2 года назад +5

      @@acadianalien That's kinda funny, though. My own brain just jumped straight to "oh, I can cross those underwater areas now" when I got Space Jump and read its quick tutorial, since the text specifically mentioned that you won't gain extra height in water.

    • @danixyea4463
      @danixyea4463 2 года назад +1

      This is honestly the best explanation about what he's doing wrong and what you have to think about when you play a Metroid game.

    • @lapotato9140
      @lapotato9140 2 года назад

      @@acadianalien yes, the text tutorial for the double jump was slightly misleading in that regard and i got turned around by it thinking the same thing aswell for that section, but once i had figured it out the game seemed to give me a chance to redeem myself when i got the space jump because i was like "oh oh oh oh OHHHH PICK ME PICK ME I KNOW THIS ONE" now that i could just reapply the same horizontal jumping principle but over multiple jumps lol

  • @mcdonkey500
    @mcdonkey500 2 года назад +4

    this guy would get lost trying to get the fucking morph ball in super metroid

    • @bloodbane93
      @bloodbane93 2 года назад +2

      How was I supposed to know I needed to go left?! Haven’t you played Mario? You always go right!

  • @andrewmcclare7242
    @andrewmcclare7242 2 года назад +23

    I cannot fathom how this man has still not decided to just admit he was wrong... He's in such denial, literally won't shut up about this and is brunting the force of the entire internet against him. He's like TikTok couch guy for gamers lol

    • @marcusbullock630
      @marcusbullock630 2 года назад

      he was told to shit on the game by sony. it's pretty simple, really. that's why he's acting lame. He obviously can play the game he's just being told to make it look confusing and clunky because he's a good little sycophant XD

    • @andrewmcclare7242
      @andrewmcclare7242 2 года назад

      @@marcusbullock630 oh damn you think? That would be a whole other level of wild. I mean he'd have to agree to look like the dumbest person ever for what I'm guessing wouldn't be that much pay, that would be hilarious

  • @diegog1853
    @diegog1853 2 года назад +7

    I really appreciate guiding you through the levels using design and not words. Admittedly the game is kind of linear in how rooms often loop around dropping you exactly where you need to go after getting a powerup. Which cuts on backtracking through the same areas but also cuts the exploration. So I'm undecided if that's brilliant design or if it sacrifices some of the fun of playing a metroidvania.
    But overall the game is great and linearity becomes a non issue when you start sequence breaking, which is a brilliant intended mechanic

    • @devinspencer1678
      @devinspencer1678 2 года назад

      I'd say a bit of both. It's not the best metroidvania experience in that sense, but still good.

    • @researchinbreeder
      @researchinbreeder 2 года назад +2

      Tbh it's linear if you choose to play it like that. Sure, the paths tend to loop back on themselves a lot more than some previous entries, but tbh Fusion did it more often, and Super did it sometimes. But if you choose to go out of your way (such as to the blinking room on your map, or even to the uncollected Missile or ETank that you saw and the game noted for you), you'll find this game is nearly as open as Super was.
      We have infinite bomb jumps that are easier than they've ever been, and basically every major upgrade past the Morph Ball can be gotten early through clever use of existing mechanics. In fact, I almost did early Space Jump bc I saw a missile tank in a conspicuous spot, and the only thing that stopped me was not knowing that you can jump after sliding off a ledge.

    • @diegog1853
      @diegog1853 2 года назад +2

      @@researchinbreeder Yeah, that is why I said it becomes a non issue if you sequence break, and in that case, I think it becomes more open than most Metroidvanias.
      And even if you follow the linear semi-obvious path, in my opinion it is still a lot more enjoyable than the forced linear path of Metroid fusion, and better than the first linear path of zero mission.
      To be honest I would say that in general this game is as good a 2D metroid can be without being super metroid, or at least so far.
      I've seen people being harsh at the linearity and how you really don't need to think that much to progress the linear path. And I really encourage those people to give sequence breaking a try in a second or third playthrough, it really opens up the game, even just the simpler ones with completely intended mechanics.

  • @KovoN
    @KovoN 2 года назад +85

    you can make a whole career off countering this guys shitty hot takes, its kinda impressive really

  • @smashbrolink
    @smashbrolink 2 года назад +30

    Know what this reminds me of?
    The video of the Flat Earther who does an experiment, WITH HIS OWN TWO HANDS, insisting the result will prove the Earth to be flat.
    Then it proves him wrong.
    And he is DUMB-STRUCK by it.
    It's oh-so-satisfying.😂

  • @kirb707
    @kirb707 2 года назад +2

    What's funny is I actually managed to miss the breakable blocks in the ceiling there, but there's like nowhere else you can go so I searched the other rooms in like a minute and a half. When I found the breakable blocks I just thought "oh yeah this is metroid, of course" and wasn't mad at all

  • @Valdivia9494
    @Valdivia9494 Месяц назад +1

    Metroidvanias are basically collections of navigation and orientation puzzles. That's what makes them so enjoyable. Figuring out how to get to the next room, given the tools that you already have, sometimes using them in ingenious ways.

  • @ARMIV4
    @ARMIV4 2 года назад +4

    All of this coming from the guy whose last game directed was 'Drawn to Death'...

    • @tvirus9369
      @tvirus9369 2 года назад

      Did you notice the story in drawn to death was about a kid who was getting abused at home and having problems in school

  • @venth85
    @venth85 2 года назад +8

    Dread is my 1st Metroid, and I'm amazed by the stage design, it encouraged me to explore and find any hidden stuffs and now collected 100% item and learnt Shinespark. It reminded me the fun from Megaman X series game.
    Lol imagine his rant when he need to learn shinespark to reach some upgrades, This guy older than me, but when he face difficulties in game, ranted like a kid instead practicing to get better

    • @ANDELE3025
      @ANDELE3025 2 года назад +1

      Allow me to heartily recommend Zero Mission after it. Almost 20 years ago yet still 8 steps ahead of dread in all aspects (except flash shift) as it was made back when a dude with mommy issues that thinks women should be sub 1.6, green eyed and cancer covered wasnt given much say in game design on the nintendo side.

    • @GBDupree
      @GBDupree 2 года назад +2

      @@ANDELE3025 Dude what the hell are you talking about? If you are saying Sakamoto is the dude with "mommy issues" and that he wasn't given much say in that game, then you are vastly confused or misinformed. Sakamoto was the head of nearly every Metroid game except 2 and the Prime series. He had as much to do with the success of Zero Mission as the rest of the team. And this "mommy issues" thing has to be referring to the FAKE news article that was made as a joke but got accidentally published on multiple newsites. And if you are just assuming that because of the story of Other M, you should know that stuff was added into the story by the Translation team and isn't present in the Japanese version.
      There's a compendium someone has made to clear up the sad state of slander and misinformation surrounding Sakamoto, go find that and educate yourself before you make such terrible claims about someone you don't even know. That's a horrible thing to do.

    • @ANDELE3025
      @ANDELE3025 2 года назад +1

      @@GBDupree Just because you want to brownnose a guy that demonstrably has mommy issues and hates tall attractive tomboyish girls wont change fact that the one time Sacuckmoto was the head of any gamedev instead of being told no by either chad in-nintendo nerds or retro, he killed the franchise for over half a decade.

    • @GBDupree
      @GBDupree 2 года назад +2

      @@ANDELE3025 Dude you sound insane, and clearly have WAY more issues than anything you claim (without evidence) Sakamoto to have. And he was the head of Super, Fusion, and Zero Mission, all of which are some of the best in the series. You need to chill and maybe get some help.

    • @ANDELE3025
      @ANDELE3025 2 года назад

      @@GBDupree Seething and projecting huh? Could that be regret from rimming a dude with mommy issues?
      As for some facts, no, the dude was the lead in OM only.
      Super still had around 3/5ths the og Metroid team in or with R&D1, ZM+Fusion was done with the extended/Takehiro getting new blood augmented team (and in fact ZM was done without his input entirely from the then new workers being fans of OG metroid), something Sacuckmoto himself posted in the Development Room notes AND retro outright said no to his requests to change how Samus looks and acts to the point that they had no contact in Prime 2 and 3 past the recording requests from anyone in nintendo itself for JP fans.

  • @rigistroni
    @rigistroni 2 года назад +2

    The map even tells you you cant go through these places if youve been here before

  • @onionknight984
    @onionknight984 2 года назад +6

    It's discouraging that developers have this console war mentality. On top of that the lack of respect for the craft of other devs. In this case Mercury Steam and the legend Sakamoto. Even if this guy isn't relevant anymore and his latest game was shovelware. Still your average developer might be as infantile as some kid on twitter. Then again of course people might point out to Phil Fish. But he was THE jerk. A lot of western devs need to be humbled, they're not as good as they think they are and definetively not as good as they used to.

  • @playstationarusu
    @playstationarusu 2 года назад +7

    He thinks Aria of Sorrow is better? That's my favorite Castlevania but. Just no. If you can enjoy the core gameplay loop of that game, it should be abundantly clear why Dread does it better. Same with Shantae. Does he seriously think that having hidden blocks alone puts Dread below AoS (a GBA game) and Seven Sirens (an indie game)? Both of those have destructible and illusory walls anyway! What is he smoking???

  • @unclebobboomergames
    @unclebobboomergames 2 года назад +4

    Is it vague? Yes. So they limit your movement options. Also the ceiling that breaks is segmented differently on the bottom in the same spot the lines up with the windows. And enemies that run along that area to incentivize shooting. take the L.

  • @otenko28
    @otenko28 2 года назад +2

    “This game is terrible and lemme show you why”
    Unintentionally shows how good the game is

  • @Reyn_the_Insane
    @Reyn_the_Insane 2 года назад +4

    Going through the hard mode of this game. I'm loving it even more. This game is genius.

  • @TheDeanofLean
    @TheDeanofLean 2 года назад +7

    Jesus Christ, it somehow got worse.

  • @Adrot
    @Adrot 2 года назад +5

    Saw on Twitter how he said the ceiling enemy that covers the breakable ceiling in The Room, moves too much left and right and because of that, you might miss the breakable blocks. The most petty nitpick I ever heard in the century, did this guy ever actually play any Metroidvania game ever, at all?

    • @Stephen-Fox
      @Stephen-Fox 2 года назад

      Aren't you more likely to miss the moving enemy and hit the breakable blocks by accident? And would be less likely to do that if it was static?

  • @CyborgForgael
    @CyborgForgael 2 года назад +6

    There is an opening with enemies in it, implying that it can be accessed, but it doesn’t occur to him to attempt to access it in the same room, using the most basic tool at Samus’ disposal?
    If he hates this game so much, why does he continue to play it? Life’s too short to make yourself miserable with things that you can’t stand.

  • @Deehalf
    @Deehalf 2 года назад +2

    He visto este video demasiadas veces, demuestra super bien lo bien diseñado que está el juego y que Jaffe no para de avergonzarse solo jajaja
    ¡Debo decir que me encanta tu estilo de edición! ¿Editas videos de RUclips a Streamers?

    • @MarcoBayod_MB
      @MarcoBayod_MB  2 года назад +1

      Que bueno que te guste y que lo disfrutes.
      Solo he hecho para la empresas donde he trabajado, algo un poco más institucional, no en este estilo. La verdad el primer video lo hice con rabia cuando vi el tweet comparando el precio con Shantae, lo hice a la carrera, terminé en la madrugada, publiqué en Twiter y me fui a dormir, en la mañana vi que había explotado, lo publiqué en RUclips por pura curiosidad y jamás esperé que tuviera esta respuesta, decidí volver a probar a ver que tal y wow, todo está resultando muy alentador, tengo pendiente otro para darle cierre a este tema y después ver que más puedo hacer, todo depende si también tiene acogida, puede que no pase de ahí, pero todo me ha resultado muy divertido.