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It's time to submit your comment on the first half of Metroid Dread for The Deepest Dive! The first discussion covers everything up until you defeat the fourth E.M.M.I, please don't spoil any details (including gameplay and upgrades) beyond that for.

Submit a comment below and please get specific. Don't write a long review, please keep your one comment to around the length of a tweet. We want to get to as many comments as possible. Let's get specific, submit a comment about your favorite enemy, favorite ability, thoughts on the level design, favorite detail in the background, anything specific. The more specific you are, the higher the odds of us reading your comment during the discussion. We'll finish collecting comments on Tuesday morning.

We'll be covering the second half of Metroid Dread next week and collecting comments on Monday, October 18th.

For The Deepest Dive on Dead Space, Ben Hanson will be joined by Kyle Hilliard, Janet Garcia, and former Game Informer reviews editor Joe Juba.

You can unlock the podcast version of the discussion by supporting MinnMax at the $5 tier.

You can jump in the chat and watch us record The Deepest Dive live on Tuesday evening at 6:30pm Central if you're at the $10 Backstage Pass tier on Patreon. The link will be in the Backstage Pass tier on the Discord. Thanks for your support.

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Comments

Ltrain

I've been playing this game exclusively with headphones on because the sound design is so good. Between the sound of the weapons, the themes of the different areas, and Adam sounding like a monotone jerk - I didn't get the same effect when I put it on the big screen, even with my mid+ sound system. Were there any audio features that jumped out at you while playing?

betoq92 .

I have a small thing I said “that’s neat!” To. When shooting through a small opening and pressing forward Samus will support herself by putting her arm against the wall. The animations in this game are great!

Isaac Monterose

I really like this game but the story is much thinner then i thought it would be since it's a sequel to metroid fusion.

Brian W

I wish the cinematics had some extra attention. I love everything that is happening on my screen during them, the fps shots are cool, but the fact it all takes place with the in game assets make Samus feel like a toy in a play set. Are we to believe all these rooms are only 4 foot wide paths everywhere? It’s the one aspect that I don’t connect with, especially because all the gameplay looks and feels so grounded.

Shawn Mills

I loved the boss fight against Kraid, he's large, imposing and very difficult but every time I died I felt like there was something I could try better the next time. I loved the way they captured his look from the older games but it did bother me, how did Kraid get here? I've already killed him twice in Metroid and Super Metroid, how does he keep coming back to life and why is he chained up? Do you think they will even attempt to give an explanation in the second half of the game and what are the chances we are fighting Ridley in the second half?

Smillie14

I want to talk about environmental storytelling. There are many great examples in this game, but I'll keep it brief and talk about my favourite moment. In Dairon, you enter a room with an imposing, boss-like monster. You get nervous, you approach thinking "What does this fight have in store?" Then you realise that the monster is dead, lying just in the background, with robotic arms seemingly dissecting/experimenting on this behemoth. It let's you know that, even though these monsters are the ones giving you trouble up to this point, they are far from the top dogs on this planet. The nervousness of the impending fight fades to nervousness of what might be in store down the line. And I just think that's neat.

Samuel

I'm really loving this game, and is becoming my 2D Metroid game. The only thing that sucks and is mostly an issue with me is that I am dying A LOT. It takes me at least 3 to 6 times to take a boss out. To be honest I lost count who killed me more, the E.M.M.I. or the bosses.

Saxoclone

The biggest concern I had for Dread pre-release was that the EMMI encounters were going to become more of an annoyance than enjoyable, foreboding moments, but at least so far I've been very pleased with them. The EMMI zones are just the right size and frequency to put me on edge without wearing out their welcome, and the EMMI AI has managed to surprise me a few times. I also think the randomness and extremely tight window on the EMMI counter timing was a great design choice, as you can never fall into a boring but safe pattern of waiting for the EMMI to catch you just to easily stun it - you have to play the tense cat-and-mouse game or get extremely lucky with your counters. Either way, it's thrilling.

Jeorin

One small detail that is very cool and helpful is that when you approach a room that is a heat or cold hazard, you can see the hot/cold air billowing out of the doorway before you enter. This little graphic alerts you to potentially dangers ahead, and is a very nice touch.

Kevin Robinson

The level design is outstanding, it makes you feel like you are taking a wrong path only to realize the way back is blocked 90% of the time so you have to push into a zone you don’t feel you are prepared for. Specifically moving from the second EMMI to the the third EMMIs zone before you have defeated it it feels wrong and that you are woefully unprepared, only to pick up just the time you need to give you a fighting chance against the second EMMI again. *chef’s kiss*

Kevin Robinson

I wouldn’t have thought to mention this if someone didn’t ask in the discord channel, but the way the design team use the blue butterflies to attract your attention on the way to progress feels like a great evolution of the “paint the path forward with a certain eye catching color” that came about with games like Uncharted. At this stage we’ve all become so accustomed to that route we are typically tired of seeing it in games, so a new gimmick to achieve the same effect is always a welcome change.

tbeeks15

Hey Minn Max! Loving the game so far! And man, I am such a sucker for a Nintendo game with cutscenes. This game has so many good ones! Not only do they look great but they have such good gameplay context within them. The first encounter with the Chozo underground looks incredible while showing off Samus’ counter and how the bridge and elevator get destroyed. And the Phantom Cloak boss has awesome moments that show how you can slide underneath the boss and shows the blue spider walls being revealed in the background. Got any favorite specific moments from cutscenes that you enjoy? Love & Respect! -Beeks

CrabPalace

I get weirdly anxious about finishing games too quickly (even though I rarely actually finish games). I heard Metroid Dread is pretty short so I was planning to take my time with it. However, Samus runs so fast! I constantly feel like I'm in a rush! I just know I'm going to speed through this game in a few days and wonder where my money went.

FrostedSherbert

I wasn't having too badly of a time, but then the 4th EMMI moved so quick! It made for a really tough time when you shoot as spastically as I do, especially when the panic sits in!

Tyler Kelsey

Hey Cohorts, I'm enjoying the game overall, and it's really authentic that they got a real alien to design the controls! But, my god, I hate those EMMIs. They're just glorified scrolling levels that take away all the exploration the genre is known for. The checkpoints are generous, but I'm still dying probably 5 to 10 times every single encounter and seeing the same two death animations over and over is endlessly frustrating.

Alex Britt

During the Corpius fight, when you have to slide under it's legs to get away from it's butt side, I didn't realize until my last attempt that it stabs you with it's tail while you're sliding out. If you parry, you get a cool animation where you get to keep blasting. It was really cool and I almost missed it! What a neat little detail.

Joemomma

That escape sequence before acquiring the Varia Suit though! That one sequence sums up a lot about this game. It was intense and unexpected. I also love the organic changes to environment, like after that sequence the way past the teleporter is blocked by the debris from the explosion, forcing you back to Dairon

Juan M

I really appreciate the ability to highlight similar objects in the map, so that after unlocking the wave beam you could easily find all the wave beam doors you passed by. I wish they went farther with the quality of life improvements though and let you customize how much of the minimap you could see at once or let you easily plot a path and delete all your markers.

Nick Tarry

I'm so impressed with this game that it's hard to pick a single topic to discuss, but one thing stands out to me the deeper I go: The way Samus moves and battles feels like I'm controlling a fighting game character. More specifically, her moveset feels like a combination of her two versions (Zero Suit/Power Suit) from Smash Bros. Has anyone else noticed this?!

Curgeles

As much as I appreciate the look of the classic Varia suit, I was a little bummed out to lose the blue and red suit you start the game with. Seeing the new suit in the promotional material really gave Dread its own sense of style and identity. It's a shame to lose that for more of the same look we've seen for the past 20 (plus) years. Here's hoping for an original suit in the last half!

TheUnchartedWolf

Hey Metroid squad, I have some thoughts on the emmi's. While at first I loved the thrill of them chasing me around, I started to find them really annoying as I kept playing. I've always hated instakill attacks and the thrill of them chasing you wears off after the first few times. Am I alone in thinking that they feel like a poor man's mr X

Matt Rogers

I am enjoying the game but struggle at times with the controls. Holding R for missiles, holding L to aim, firing with Y, and doing them all during an intense boss fight has me panicking at times and just losing all sense of the controls at key moments. Am I just an old gamer now?

Axel

My biggest moment so far was the Kraid boss fight. I didn't immediately realize it was him, but his attacks looked familiar, then in his "final form" when his... belly holes were revealed, I let out a "Holy s*** it IS Kraid!!" So two questions: was it Kraid, or just another creature from the same species? And why/how was he chained up?? I don't know if the game will go anywhere with it, but the idea of foreshadowing a much stronger creature capable of capturing this big boy in the first place is very exciting!

Joe Dean

Hey Dreadnoughts, I thought it might be fun to compare stats. I'm currently sitting at 5 health tanks, 87 missiles, 3 hours 45 minutes of play time, and 26% on overall items. I haven't boosted my missiles or energy tanks with the amiibo (mine haven't arrived yet) so those are 100% legit stats. Also just hypothesizing here, but what if we aren't actually Samus in this game? What if we're another X-clone or something like that? We don't know what that Chozo-bro did, and we can't fully trust Samus's AI. Thanks for doing this deepest dive, Joe Dean

Thomas Damgaard

Theres a lot of standing on pressure plates in this game, dont you think?

John Richards

Hello Cohorts, I just wanted to chime in and say the art and feel of this game are both amazing - I’ve always loved the Metroid aesthetic. I just had one pretty simple question I thought you guys might help me answer: I’m having fun, right? My reaction time is slow, I keep forgetting which trigger I need to click to slide, the EMMIEs are killing me a lot, and I feel like I am lost about 98-99% of the time… but I am having fun tho… right?

MakeItUnclear

This game is a blast, and there's so much to discuss. But most importantly: I'm playing with headphones, and I can feel Adam's voice in my bones. I'm not sure what effects and filters they're using, but it's working. The voice is both off-putting and calming. Loving the game, and looking forward to keeping the action going with this fine community.

Zane Dukes

Hey cohorts and friends! Super Metroid is by far and away my favorite game so to say I’m excited about Metroid dread is an understatement. I am really impressed with the level design so far! I have been really pleased with How my initial traversal changes the path behind. The first instance of changing the water level early on in Artaria made me say out loud “oh I see how this game is going to go and I love it.” I have finished the game already, but I would like to ask about how you feel about the difficulty? I felt it the game was really challenging in a rewarding way up until 4th EMMI. The kraid fight and the EMMI encounters made me stop and think about my approach which I love in games. Anyway thanks for doing this, and have fun with Metroid! Best, Zane

Solo

Metroid Dread looks really great. The way Samus runs, climbs, and fights during quick time events is so smooth. There have been many Metroid-like games, but this game looks like one of the best. Don't you agree?

Anthony Botz

I've struggled with the controls so far. I haven't found them to be particularly intuitive. It's slowed my interest enough that I haven't totally reached this week's stopping point. I defeated the 3rd Emmi this evening.

James Martin

I have to say, Samus' slide feels so damn good. There are certain places where if you line it up correctly you can do a 'super slide ' - for example there's a spot where there are multiple flames right before a tunnel and if you slide just right you'll get under the flames and then the game will just keep you sliding through the tunnel for like 3-4x the standard slide. Incredibly satisfying!

Chris Martin

Greetings friends, I just have to say that I love the fact that the control units for the E.M.M.I. are essentially small mother brains. It's a neat callback to Metroid Prime 3, where it's revealed that the Galactic Federation use organic super computers not unlike Mother Brain. The rooms where you fight the control units even have defenses that mimic those from the Mother Brain fights in Metroid and Super Metroid.

Manic_pixel_

How long do you think it took me to realise I needed to go back to the previous level to get the morph ball…. Longer than you would think!

Jalopy Slow

I’m 3 Emmi’s down and getting a bad feeling that the blue brains we’re harvesting the “unique energy” from are prisoners themselves. Adam lays it on pretty thick with “These existential threats cannot be sanctioned” and “You are faced with overwhelming power. Accept your helplessness”. Frankly I think we’re headed straight for a “Are we the baddies?” moment.

Jalopy Slow

Has there ever been a more satisfying transition than when Samus literally slides through a tunnel and into a cutscene? It's smoother than butter on toast at an all day breakfast.

Ian Switaj

Hello fellow Bounty Hunters! I wasn't the first, nor will I be the last, to compliment on Dread's responsive character controls. If there's one minor complaint I'd have with the gaming experience so far is the actual control layout and that -- just like in Samus Returns -- the player is unable to remap the controls to suit their needs like they could in Super Metroid. What's the panel's experience with the button layout and what sort of changes, if any would they like to make? Could the fact that some buttons are used for multiple abilities or that some abilities require two or more buttons in collaboration to work complicate being able to do such a thing?

Curgeles

I'm surprised by how difficult the game is- especially the boss battles. I must have fought Kraid 50 times before he finally went down. The fight demands a lot of you, and I found myself wishing for a few accessability features that would take a bit of the heat off and spare my sore fingers. If the bosses get any harder I doubt I'll have the skill to beat the game. Here's hoping we'll all be able to push through to the end since the experience has been a blast so far. Thanks for putting together this Deepest Dive. Thinking through different comments has given me a greater appreciation for the game. Keep up the good work everyone!

Matthew Weatherley

One of my favourite things in games is when something is there that doesn't need to be but helps immerse you into the world. If you fire missiles at the wind fan you find in the water section the missiles will lose all momentum and drift backwards. Little details like that make me smile. Thanks to whoever programmed that into the game. Chef kiss.

Marc S

Am is fake baby gamer or is this game really hard? I'm enjoying it, but my poor Samus has died so many times on this adventure.

Seangocongo

Hey Minnmax Here’s a good and a bad. I’ll start with the bad. I’m not a fan of the map in this game. It only fills in the specific path you take in each room, and since the rooms are quite expansive I constantly feel I haven’t explored each area enough. This is compounded by the fact that icons for items you have collected are indistinguishable from those you haven't on the map. That being said, I loved the boss fights. These fights are super satisfying because they demand mastery. I struggled with the giant lava lizard until I found the right time to be defensive, and the right time to be offensive. It took me like 10 tries, but after beating them I felt I could do it again without much trouble. This is refreshing after playing games like Ori and Bloodstained, which had bosses that didn’t really force me to pay attention to their unique mechanics. Love the show, and I hope you all are enjoying the game!

Addie Thompson

Hey all, I adore the animations in the game! Particularly for Samus, the confidence she exudes as she charges up her arm Canon for the final shot on the first boss is excellent.

Erkie

I can’t believe how long it took to get the morph ball! Part of me kinda gets it cuz they gave samus a slide to start, but damn ever item I saw I expected to be the morph ball

Ian Switaj

I don't know how many of you all got the special edition of the game but can I give a shout-out to how drop dead gorgeous the concept art in the book is? That alongside the fantastic cinematics in this game really makes me wish there was an actual Metroid movie (and yes I know Alien is a thing). In any case, what sort of goodies did you get with the game and what do you think of it?

RynaGoGo

Howdy Y’all! Unfortunately I haven’t had the time to get all the way to the fourth Emmy yet but still wanted to give my hot take. Samus looks like she has a diaper butt. I love the look of this game, it’s gorgeous. But what’s the deal with a big round white sphere for her butt. I’m not thirsty, it’s was just distracting.

Richard Herron

More than anything, it feels great to play a game on the Switch Platform that seems to understand the parameters of its hardware. Mercury Steam did an excellent job balancing design and overall performance!

John Scovic

It feels like this game is the realization of the "badass action game protagonist" Samus that games like Other M were trying to sell, just better executed. The little moves and poses she does in moments like beating the weird two headed invisibility boss and doing 3-point landings after falling through to another area make me believe that she's a badass who has been doing this for a long time.

MrButtons

Howdy gang! I've been pleasantly surprised by how good of a job the game does in pushing you in the right direction so far. After every upgrade or boss there is a teleporter or travel system near by that seems to always point you in the direction you need to go, making back tracking to other areas feel natural instead of frustrating. I wanted to try my best to complete this game without having to turn towards a walkthrough and so far the level design and direction given to the player have been phenomenal and I've been able to stick to my goal.

Jared B

Howdy fellow bounty hunters! Can we all just talk about how the manual aim button for your missles isn’t ZL? Outside of that minor complaint it’s a pretty solid game

Rigglz

Hi Ben & Crew! When I first played Metroid Fusion, I assumed the A.I. ADAM would sound like a human over an intercom. Actually hearing ADAM speak in Metroid Dread made me realize something. Samus naming her A.I. ADAM gave her some form of comfort as he constantly faces these monstrous creations in labs and ruins. Even through their voice is robotic, ADAM is a way for Samus to deal with her solitary adventures and loneliness.

Sean Gibbons

Anybody else getting stuck because they don't realize that there's a block in the wall or floor that they can blast? What is the point of those? Why not just make them clearly visible, or only use them to hide non-essential items and secrets.