[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.68,0:00:04.86,Default,,0000,0000,0000,,There’s something a bit strange about Metroid\NDread. Dialogue: 0,0:00:04.86,0:00:11.93,Default,,0000,0000,0000,,This is a full on Metroidvania. It takes place\Nin a sprawling, interconnected, ant farm of Dialogue: 0,0:00:11.93,0:00:18.11,Default,,0000,0000,0000,,a world. You’ll need to scour the map to\Nfind Samus’s various abilities - and then Dialogue: 0,0:00:18.11,0:00:22.47,Default,,0000,0000,0000,,backtrack through the world to use those powers\Nto unlock new areas. Dialogue: 0,0:00:22.47,0:00:28.85,Default,,0000,0000,0000,,This is a game where you explore and navigate.\NAnd unlike some games in the franchise, there’s Dialogue: 0,0:00:28.85,0:00:33.48,Default,,0000,0000,0000,,no one telling you where to go - you need\Nto figure it out for yourself. Dialogue: 0,0:00:33.48,0:00:39.46,Default,,0000,0000,0000,,And yet - I’m not sure I really figured\Nout anything for myself. When I played Metroid Dialogue: 0,0:00:39.46,0:00:44.30,Default,,0000,0000,0000,,Dread I seemed to just magically end up in\Nthe right place. And I don’t think I ever Dialogue: 0,0:00:44.30,0:00:47.32,Default,,0000,0000,0000,,got lost for more than a few minutes. Dialogue: 0,0:00:47.32,0:00:53.16,Default,,0000,0000,0000,,How on earth does that happen? How is this\Ngame both linear and non-linear… at the Dialogue: 0,0:00:53.16,0:00:56.72,Default,,0000,0000,0000,,exact same time? Something fishy’s happening\Nhere. Dialogue: 0,0:00:56.72,0:01:00.14,Default,,0000,0000,0000,,So I decided to play through the game again. Dialogue: 0,0:01:00.14,0:01:05.78,Default,,0000,0000,0000,,This time, in true Boss Keys style, I did\Nit with a pen and paper and an analytical Dialogue: 0,0:01:05.78,0:01:08.77,Default,,0000,0000,0000,,eye. And what I realised was pretty interesting. Dialogue: 0,0:01:08.77,0:01:15.25,Default,,0000,0000,0000,,You see, behind the scenes, developer Mercury\NSteam is using all sorts of clever tricks Dialogue: 0,0:01:15.25,0:01:20.95,Default,,0000,0000,0000,,and techniques to - essentially - guide you\Nthrough the game. To pull you through the Dialogue: 0,0:01:20.95,0:01:25.23,Default,,0000,0000,0000,,world of planet ZDR, like you’re tied to an invisible\Nrope. Dialogue: 0,0:01:25.23,0:01:30.49,Default,,0000,0000,0000,,And so in this video, I want to show you these\Ntechniques - these tricks that make it easy Dialogue: 0,0:01:30.49,0:01:37.97,Default,,0000,0000,0000,,to find the way forward, and hard to get lost.\NI’m Mark Brown, this is Boss Keys, and this Dialogue: 0,0:01:37.97,0:01:42.62,Default,,0000,0000,0000,,is why you didn’t get lost in Metroid Dread. Dialogue: 0,0:01:42.62,0:01:48.69,Default,,0000,0000,0000,,Check out this tiny bit of level design. Samus\Ncan squeeze through this gap by using her Dialogue: 0,0:01:48.69,0:01:54.98,Default,,0000,0000,0000,,basic, built-in slide move. But at the other\Nend, she pops out of a hole that’s slightly Dialogue: 0,0:01:54.98,0:02:00.74,Default,,0000,0000,0000,,above the ground. That means she can’t slide\Nback through - and whatever’s on the left Dialogue: 0,0:02:00.74,0:02:08.01,Default,,0000,0000,0000,,side of this gap will be completely inaccessible\Nuntil much later on, when she finds the morph ball. Dialogue: 0,0:02:08.01,0:02:10.97,Default,,0000,0000,0000,,Until then, it’s a point of no return. Dialogue: 0,0:02:10.97,0:02:17.83,Default,,0000,0000,0000,,Now, Metroid Dread is absolutely full of these.\NYou’ll drop down into places where you can’t Dialogue: 0,0:02:17.83,0:02:23.16,Default,,0000,0000,0000,,jump back up, slide down hills that are too\Nsteep to climb, plop into water that’s too Dialogue: 0,0:02:23.16,0:02:28.32,Default,,0000,0000,0000,,deep to swim out of, step on giant fidget\Nspinners that close off reverse access, walk Dialogue: 0,0:02:28.32,0:02:33.06,Default,,0000,0000,0000,,through giant doors that lock tight behind\Nyou, and so on. And so on. Dialogue: 0,0:02:33.06,0:02:37.64,Default,,0000,0000,0000,,So what’s the point? Well, I think it’s\Nabout combatting a Metroidvania problem that Dialogue: 0,0:02:37.64,0:02:43.11,Default,,0000,0000,0000,,I call the “ever expanding explorable area”.\NAnd it’s basically this: at the start of Dialogue: 0,0:02:43.11,0:02:48.48,Default,,0000,0000,0000,,a Metroid game, you are restricted, by your\Nabilities, to a tiny part of the map. Which Dialogue: 0,0:02:48.48,0:02:53.35,Default,,0000,0000,0000,,means it’s not too difficult to find the\Npath forward. Like, after you get the missiles Dialogue: 0,0:02:53.35,0:02:57.22,Default,,0000,0000,0000,,in Super Metroid - even if you can’t figure\Nout where to go next, there’s literally Dialogue: 0,0:02:57.22,0:02:59.68,Default,,0000,0000,0000,,only 13 rooms to check. Dialogue: 0,0:02:59.68,0:03:05.10,Default,,0000,0000,0000,,But as the game goes on, and you uncover more\Nand more of the map, the explorable space Dialogue: 0,0:03:05.10,0:03:11.31,Default,,0000,0000,0000,,grows and grows. Once you find the power bomb\Nin that game, there are well over 100 rooms Dialogue: 0,0:03:11.31,0:03:16.35,Default,,0000,0000,0000,,accessible to you. Finding the path forward\Ncan be an overwhelming prospect. Dialogue: 0,0:03:16.35,0:03:20.11,Default,,0000,0000,0000,,That's why it's called an EEEA.\NThat's the sound you make when you Dialogue: 0,0:03:20.11,0:03:23.74,Default,,0000,0000,0000,,realise the scale of the task ahead of you.\NEEEA!! Dialogue: 0,0:03:23.74,0:03:29.40,Default,,0000,0000,0000,,But now look at Metroid Dread. We start the\Ngame in Artaria - and travel through a whole Dialogue: 0,0:03:29.40,0:03:33.80,Default,,0000,0000,0000,,bunch of different areas - including a large,\Nmaze-like EMMI zone. And a semi-submerged Dialogue: 0,0:03:33.80,0:03:39.09,Default,,0000,0000,0000,,cave system to the west. Then we get the Phantom\NCloak. And if we’re not sure where to use Dialogue: 0,0:03:39.09,0:03:42.68,Default,,0000,0000,0000,,it, do we need to check every single room\Nin Artaria? Dialogue: 0,0:03:42.68,0:03:48.27,Default,,0000,0000,0000,,No - because if you travel in the wrong direction,\Nyou’ll find that this whole section of the Dialogue: 0,0:03:48.27,0:03:53.100,Default,,0000,0000,0000,,map is actually, completely inaccessible.\NThree passageways are too tight to squeeze Dialogue: 0,0:03:53.100,0:03:59.76,Default,,0000,0000,0000,,through until you have the morph ball. And\Nin one room - a fiery plant has inexplicably Dialogue: 0,0:03:59.76,0:04:03.19,Default,,0000,0000,0000,,appeared, and it can’t be pruned without\Nthe ice missiles. Dialogue: 0,0:04:03.19,0:04:06.97,Default,,0000,0000,0000,,So it means your explorable space is\Nactually pretty small. Dialogue: 0,0:04:06.97,0:04:11.65,Default,,0000,0000,0000,,And this is something that happens throughout\Nthe game - at many, many points throughout Dialogue: 0,0:04:11.65,0:04:17.45,Default,,0000,0000,0000,,Metroid Dread, the designers temporarily lock\Nyou into a small segment of the world map. Dialogue: 0,0:04:17.45,0:04:21.68,Default,,0000,0000,0000,,This makes it easier to find the way forward,\Nbecause you only need to keep a small part Dialogue: 0,0:04:21.68,0:04:27.35,Default,,0000,0000,0000,,of the map in mind at one time - your cognitive\Nload is pretty small. But it also makes it Dialogue: 0,0:04:27.35,0:04:32.92,Default,,0000,0000,0000,,very difficult to get lost because, when Metroid\NDread wants to - it can physically stop you Dialogue: 0,0:04:32.92,0:04:36.31,Default,,0000,0000,0000,,from going too far in the wrong direction. Dialogue: 0,0:04:36.31,0:04:40.12,Default,,0000,0000,0000,,For the most part, though, you’ll never\Neven know its happening as these points of Dialogue: 0,0:04:40.12,0:04:44.37,Default,,0000,0000,0000,,no return seamlessly appear behind you. Dialogue: 0,0:04:44.37,0:04:51.51,Default,,0000,0000,0000,,Okay, so Metroidvanias are about finding abilities\N- the game’s keys, so to speak. And then Dialogue: 0,0:04:51.51,0:04:56.61,Default,,0000,0000,0000,,finding the place where those abilities are\Nneeded to make progress - as in, the locks. Dialogue: 0,0:04:56.61,0:05:01.66,Default,,0000,0000,0000,,Now, most games in the genre sprinkle the\Nlocks and keys all over the map, forcing you Dialogue: 0,0:05:01.66,0:05:06.67,Default,,0000,0000,0000,,to zig zag back and forth across the world.\NYou might find the Boost Ball in Phendrana Dialogue: 0,0:05:06.67,0:05:11.05,Default,,0000,0000,0000,,Drifts, but it’s used to unlock an area\Nall the way back in Chozo Ruins. Dialogue: 0,0:05:11.05,0:05:15.41,Default,,0000,0000,0000,,Now. Here’s the world map of Metroid Dread’s\Nplanet ZDR. Dialogue: 0,0:05:15.41,0:05:21.57,Default,,0000,0000,0000,,I’m going to put the location of 13 of the\Ngame’s 22 abilities on the map. And now, Dialogue: 0,0:05:21.57,0:05:26.87,Default,,0000,0000,0000,,I’m going to put the location of the rooms\Nwhere those abilities are needed to make progress. Dialogue: 0,0:05:26.87,0:05:31.62,Default,,0000,0000,0000,,And what you’ll see is that in all of these\Ncases, the lock is just around the corner Dialogue: 0,0:05:31.62,0:05:37.41,Default,,0000,0000,0000,,from the key. Literally, in the same biome.\NSo, you get the bomb in this part of Dairon, Dialogue: 0,0:05:37.41,0:05:42.65,Default,,0000,0000,0000,,and use it a few rooms over, also in Dairon.\NYou get the ice missiles on the west side Dialogue: 0,0:05:42.65,0:05:48.38,Default,,0000,0000,0000,,of Ghavoran, giving you access to a room on\Nthe east side of Ghavoran. Get the cross bombs, Dialogue: 0,0:05:48.38,0:05:50.95,Default,,0000,0000,0000,,and they’re essentially needed next door. Dialogue: 0,0:05:50.95,0:05:55.82,Default,,0000,0000,0000,,This is surely intended to help with memory.\NBecause if the lock is somewhere you’ve Dialogue: 0,0:05:55.82,0:06:00.61,Default,,0000,0000,0000,,visited very recently - it’s still in your\Nworking memory. Meanwhile, all those rooms Dialogue: 0,0:06:00.61,0:06:05.23,Default,,0000,0000,0000,,you visited at the beginning of the game?\NThey’re long forgotten. So, placing the Dialogue: 0,0:06:05.23,0:06:10.46,Default,,0000,0000,0000,,locks close to the keys makes it much, much\Neasier to make progress. Dialogue: 0,0:06:10.46,0:06:15.46,Default,,0000,0000,0000,,But it goes a bit further than that. In most\NMetroidvanias, there are usually many locks Dialogue: 0,0:06:15.46,0:06:19.61,Default,,0000,0000,0000,,for each key - you get the Desolate Dive in\NHollow Knight, and now you can smash through Dialogue: 0,0:06:19.61,0:06:23.84,Default,,0000,0000,0000,,a whole bunch of floors, all over the world.\NTypically, only one actually provides the Dialogue: 0,0:06:23.84,0:06:28.21,Default,,0000,0000,0000,,way forward - while the rest will lead to\Noptional pick-ups, secret bosses, or just Dialogue: 0,0:06:28.21,0:06:31.06,Default,,0000,0000,0000,,another locked door that you can’t open\Nyet. Dialogue: 0,0:06:31.06,0:06:36.11,Default,,0000,0000,0000,,That’s not always the case in Metroid Dread,\Nthough. Like, once you get the Plasma Beam, Dialogue: 0,0:06:36.11,0:06:41.01,Default,,0000,0000,0000,,it’s not like you can now open loads of\Nlocked doors all over ZDR. In fact, once you Dialogue: 0,0:06:41.01,0:06:46.46,Default,,0000,0000,0000,,get back out of Elun, you can only reach one\Ndoor in the entire world that’s locked behind Dialogue: 0,0:06:46.46,0:06:49.92,Default,,0000,0000,0000,,a plasma shield. Which is, yes,\Nthe place you need to go next. Dialogue: 0,0:06:49.92,0:06:54.03,Default,,0000,0000,0000,,By reducing the number of locks you need to\Nremember, the game makes it easier to find Dialogue: 0,0:06:54.03,0:06:55.23,Default,,0000,0000,0000,,the correct path. Dialogue: 0,0:06:55.23,0:07:00.70,Default,,0000,0000,0000,,Now, I should state this is definitely not\Ntrue for every power-up in the game. The grapple Dialogue: 0,0:07:00.70,0:07:05.100,Default,,0000,0000,0000,,beam is a good counter example - the world\Nis full of places to use it, and once you Dialogue: 0,0:07:05.100,0:07:10.34,Default,,0000,0000,0000,,have the ability you can now find handy pick\Nups, collect stuff you can’t use right now Dialogue: 0,0:07:10.34,0:07:15.35,Default,,0000,0000,0000,,- like this power bomb resource in Cataris,\Nand even get very early access to the game’s Dialogue: 0,0:07:15.35,0:07:17.56,Default,,0000,0000,0000,,optional power up, the pulse radar. Dialogue: 0,0:07:17.56,0:07:23.11,Default,,0000,0000,0000,,So, that’s technique two - Metroid Dread\Nmakes it easier to find the correct path by Dialogue: 0,0:07:23.11,0:07:28.14,Default,,0000,0000,0000,,reducing the number of locks for each key\N- and putting the most important lock, the Dialogue: 0,0:07:28.14,0:07:31.89,Default,,0000,0000,0000,,one that will push you further along the critical\Npath - close by. Dialogue: 0,0:07:31.89,0:07:39.83,Default,,0000,0000,0000,,But, I did say that this is for 13 of the\Ngame’s 22 abilities - what about the other nine? Dialogue: 0,0:07:40.54,0:07:46.87,Default,,0000,0000,0000,,So, you get the morph ball in Cataris. You\Nneed it to squeeze through here, back in Artaria Dialogue: 0,0:07:46.87,0:07:52.48,Default,,0000,0000,0000,,- which lets you find the Varia suit. And\Nthen, the Varia suit is needed back in Cataris, Dialogue: 0,0:07:52.48,0:07:54.95,Default,,0000,0000,0000,,to withstand this superheated room. Dialogue: 0,0:07:54.95,0:07:59.78,Default,,0000,0000,0000,,That’s more like classic Metroid, right?\NBouncing back and forth around the world. Dialogue: 0,0:07:59.78,0:08:04.49,Default,,0000,0000,0000,,And it’s not the only time that happens.\NYou get the space jump in the north of Ferenia, Dialogue: 0,0:08:04.49,0:08:09.89,Default,,0000,0000,0000,,and need to use it in the depths of Burenia.\NYou get the screw attack in Artaria, and need Dialogue: 0,0:08:09.89,0:08:16.40,Default,,0000,0000,0000,,it to smash through blocks in Ghavoran. These\Nlocks and keys are spread out across the world, Dialogue: 0,0:08:16.40,0:08:18.98,Default,,0000,0000,0000,,sending you zig-zagging across the planet. Dialogue: 0,0:08:18.98,0:08:22.48,Default,,0000,0000,0000,,That is, if it wasn’t for the game’s fast\Ntravel system. Dialogue: 0,0:08:22.48,0:08:27.48,Default,,0000,0000,0000,,So when you get the morph ball in Cataris,\Nthe most obvious place to use it is here - just Dialogue: 0,0:08:27.48,0:08:29.76,Default,,0000,0000,0000,,around the corner, in the same biome. Dialogue: 0,0:08:29.76,0:08:36.38,Default,,0000,0000,0000,,On the other side is a teleporter, which sends\Nyou to Artaria - right next to the Varia suit. Dialogue: 0,0:08:36.38,0:08:42.65,Default,,0000,0000,0000,,You’re then led back to the same teleporter\N- which sends you back to Cataris. And - wouldn’t Dialogue: 0,0:08:42.65,0:08:46.88,Default,,0000,0000,0000,,you know it, you’re just round the corner\Nfrom the superheated room that requires the Dialogue: 0,0:08:46.88,0:08:49.35,Default,,0000,0000,0000,,Varia suit. How fortuitous! Dialogue: 0,0:08:49.35,0:08:55.37,Default,,0000,0000,0000,,So, sure - the morph ball and Varia suit may\Nbe miles apart from one another, but this Dialogue: 0,0:08:55.37,0:08:59.67,Default,,0000,0000,0000,,teleporter essentially puts them right next\Ndoor. And it’s the same for those other Dialogue: 0,0:08:59.67,0:09:04.10,Default,,0000,0000,0000,,lock and key pair ups I mentioned: the space\Njump unlocks a teleporter to Dialogue: 0,0:09:04.10,0:09:09.18,Default,,0000,0000,0000,,Burenia. And the screw attack gives you access\Nto a nearby teleporter that will warp you Dialogue: 0,0:09:09.18,0:09:10.54,Default,,0000,0000,0000,,to Ghavoran. Dialogue: 0,0:09:10.54,0:09:15.63,Default,,0000,0000,0000,,So even if the lock is far away from the key,\NMetroid Dread still makes it easy to make Dialogue: 0,0:09:15.63,0:09:20.17,Default,,0000,0000,0000,,progress by giving you a a teleporter that\Nwill zap you to the right spot. Dialogue: 0,0:09:20.17,0:09:25.58,Default,,0000,0000,0000,,Plus this also has a nice, additional consequence\N- that makes it even harder to get lost. Dialogue: 0,0:09:25.58,0:09:30.52,Default,,0000,0000,0000,,So as I said, after you get the morph ball\Nyou can go left and find a teleporter to the Dialogue: 0,0:09:30.52,0:09:36.09,Default,,0000,0000,0000,,Varia suit area. But let’s say you go the\Nother way. You go right. You travel, by foot, Dialogue: 0,0:09:36.09,0:09:41.15,Default,,0000,0000,0000,,all the way through Cataris, take the elevator\Ndown, and travel all across Artaria. Eventually, Dialogue: 0,0:09:41.15,0:09:46.25,Default,,0000,0000,0000,,you’ll end up in this room - which is the\Nother end of the teleporter, and the location Dialogue: 0,0:09:46.25,0:09:47.75,Default,,0000,0000,0000,,of the Varia suit. Dialogue: 0,0:09:47.75,0:09:52.49,Default,,0000,0000,0000,,As I said in the Hollow Knight episode, having\Nmultiple routes to the next part of the critical Dialogue: 0,0:09:52.49,0:09:57.73,Default,,0000,0000,0000,,path can be a really good idea - it makes\Nit much easier to make progress because you’ve Dialogue: 0,0:09:57.73,0:10:02.56,Default,,0000,0000,0000,,now doubled the chances of the player finding\Ntheir way. And that’s what happens in Dread Dialogue: 0,0:10:02.56,0:10:07.44,Default,,0000,0000,0000,,- if you go left after finding the morph ball,\Nyou’ll get to the Varia suit. If you go Dialogue: 0,0:10:07.44,0:10:12.85,Default,,0000,0000,0000,,right, you’ll get to the Varia suit. Same\Neither way. Dialogue: 0,0:10:12.85,0:10:17.42,Default,,0000,0000,0000,,You know the bananas in the Donkey Kong games?\NThose tiny collectible items that you want Dialogue: 0,0:10:17.42,0:10:21.87,Default,,0000,0000,0000,,to pick up. Well, the level designers know\Nyou want to pick them up, so they can use Dialogue: 0,0:10:21.87,0:10:26.35,Default,,0000,0000,0000,,them in all sorts of ways - like showing you\Nthe right route to take, or teasing you to Dialogue: 0,0:10:26.35,0:10:28.90,Default,,0000,0000,0000,,stumble into shortcuts and secrets. Dialogue: 0,0:10:28.90,0:10:33.85,Default,,0000,0000,0000,,This is a technique I like to call “breadcrumbing”\N- as in, providing little treats that lead Dialogue: 0,0:10:33.85,0:10:39.42,Default,,0000,0000,0000,,you wherever the designers want you to go.\NAnd Metroid Dread does this a lot. Dialogue: 0,0:10:39.42,0:10:43.44,Default,,0000,0000,0000,,After you get the morph ball, you’ll be\Ntempted to go through here, to get a missile Dialogue: 0,0:10:43.44,0:10:48.83,Default,,0000,0000,0000,,upgrade. Then drawn up here, with another\Nmissile upgrade. And then up here, to get Dialogue: 0,0:10:48.83,0:10:52.86,Default,,0000,0000,0000,,this energy tank - which leads up to the Varia\Nsuit room. Dialogue: 0,0:10:52.86,0:10:56.72,Default,,0000,0000,0000,,Once you get the speed booster, you’ll want\Nto smash through this wall, to get an energy Dialogue: 0,0:10:56.72,0:11:01.13,Default,,0000,0000,0000,,tank part. And once you get the Flash Shift,\Nyou’ll want to come back to this room to Dialogue: 0,0:11:01.13,0:11:07.64,Default,,0000,0000,0000,,get this Energy Tank - which happens to be\Nright under the door to the next part of the game. Dialogue: 0,0:11:07.64,0:11:11.38,Default,,0000,0000,0000,,After you get the screw attack, you may be\Ntempted to head left to blast through these Dialogue: 0,0:11:11.38,0:11:16.77,Default,,0000,0000,0000,,screw attack blocks and get a missile upgrade.\NWhich guides you to the elevator back to Burenia. Dialogue: 0,0:11:16.77,0:11:22.39,Default,,0000,0000,0000,,Here, you’re tempted to head left by more\Nscrew attack blocks and another treat. And Dialogue: 0,0:11:22.39,0:11:27.70,Default,,0000,0000,0000,,then pulled upwards by more screw attack blocks\Nand yet another treat. All of which leads Dialogue: 0,0:11:27.70,0:11:31.52,Default,,0000,0000,0000,,you to a teleporter - and the place where\Nyou need to use the screw attack to progress Dialogue: 0,0:11:31.52,0:11:32.52,Default,,0000,0000,0000,,the game. Dialogue: 0,0:11:32.52,0:11:37.80,Default,,0000,0000,0000,,So even though the screw attack is found in\NArtaria and is needed all the way up in Ghavoran Dialogue: 0,0:11:37.80,0:11:41.67,Default,,0000,0000,0000,,- you are led there by a bunch of breadcrumbs. Dialogue: 0,0:11:41.67,0:11:46.01,Default,,0000,0000,0000,,Breadcrumbs don’t have to be upgrades, mind\Nyou. Enemies on the other side of a wall can Dialogue: 0,0:11:46.01,0:11:50.90,Default,,0000,0000,0000,,encourage you to blast through hidden blocks.\NAnd these small fireflies are just a visual Dialogue: 0,0:11:50.90,0:11:55.98,Default,,0000,0000,0000,,effect, but happen to hang around the doors\Nyou need to enter to make forward progress. Dialogue: 0,0:11:55.98,0:12:00.08,Default,,0000,0000,0000,,Anything the game can do to grab your attention\Nand pull you in the direction of the critical Dialogue: 0,0:12:00.08,0:12:03.07,Default,,0000,0000,0000,,path - it will do it. Dialogue: 0,0:12:03.07,0:12:09.14,Default,,0000,0000,0000,,So I think those are the four main techniques\Nthat Metroid Dread uses to make it easy to Dialogue: 0,0:12:09.14,0:12:12.88,Default,,0000,0000,0000,,find the path forward, and hard to get lost. Dialogue: 0,0:12:12.88,0:12:17.90,Default,,0000,0000,0000,,Points of no return trap you in small sections\Nof the map, to reduce your cognitive load Dialogue: 0,0:12:17.90,0:12:20.77,Default,,0000,0000,0000,,and stop you going in the wrong direction. Dialogue: 0,0:12:20.77,0:12:25.58,Default,,0000,0000,0000,,Putting the locks near the keys means the\Nway forward should always be in your working Dialogue: 0,0:12:25.58,0:12:31.65,Default,,0000,0000,0000,,memory. And if the lock isn’t nearby, there’s\Nprobably a fast travel teleporter to get there. Dialogue: 0,0:12:31.65,0:12:36.29,Default,,0000,0000,0000,,And tempting breadcrumbs are used to guide\Nyou through the world, from one ability to Dialogue: 0,0:12:36.29,0:12:37.29,Default,,0000,0000,0000,,another. Dialogue: 0,0:12:37.29,0:12:42.30,Default,,0000,0000,0000,,There are some other techniques too, of course.\NLike, how these lights form a design language Dialogue: 0,0:12:42.30,0:12:47.25,Default,,0000,0000,0000,,to suggest where you should use the spin boost\Nand space jump. Or how memorable landmarks Dialogue: 0,0:12:47.25,0:12:52.75,Default,,0000,0000,0000,,lodge in your brain and tempt you to return\Nlater. But those are the big ones. Dialogue: 0,0:12:52.75,0:12:57.84,Default,,0000,0000,0000,,And, for the most part, these techniques are\Nvery effective at guiding you through the Dialogue: 0,0:12:57.84,0:13:02.39,Default,,0000,0000,0000,,game. I can watch back the footage of me playing\Nthrough Dread for the first time, and see Dialogue: 0,0:13:02.39,0:13:09.41,Default,,0000,0000,0000,,me falling into every trick and trap that’s\Nbeen engineered by the designers. It’s hilarious. Dialogue: 0,0:13:09.41,0:13:15.12,Default,,0000,0000,0000,,Of course, it’s not going to work 100% of\Nthe time. You can still get turned around. Dialogue: 0,0:13:15.12,0:13:20.94,Default,,0000,0000,0000,,Not know where to go. Get stuck in a room\Nand proclaim it a crime against game design. Dialogue: 0,0:13:20.94,0:13:24.72,Default,,0000,0000,0000,,And, contrary to the clickbait title, yes\N- you can get lost. Dialogue: 0,0:13:24.72,0:13:28.42,Default,,0000,0000,0000,,While the points of no return often lock you\Ninto small areas, there are other parts of Dialogue: 0,0:13:28.42,0:13:33.51,Default,,0000,0000,0000,,the game where the world is much more open.\NAnd tricks like breadcrumbs may not work on Dialogue: 0,0:13:33.51,0:13:35.65,Default,,0000,0000,0000,,every single player, every single time. Dialogue: 0,0:13:35.65,0:13:41.83,Default,,0000,0000,0000,,But, by and large, these techniques do work\Nto help you stay on track. The question, then, Dialogue: 0,0:13:41.83,0:13:46.77,Default,,0000,0000,0000,,is - are they a force for good? Do they make\Nthe experience of playing Metroid Dread better Dialogue: 0,0:13:46.77,0:13:48.06,Default,,0000,0000,0000,,or worse? Dialogue: 0,0:13:48.06,0:13:54.46,Default,,0000,0000,0000,,Now, first, I should state that all Metroidvanias\Nuse techniques like these to help you find Dialogue: 0,0:13:54.46,0:13:59.55,Default,,0000,0000,0000,,your way. Even Dread’s perhaps naughtiest\Ntrick - the point of no return - can be found Dialogue: 0,0:13:59.55,0:14:04.46,Default,,0000,0000,0000,,in multiple places in Super Metroid - such\Nas this one-way door in Brinstar, and this Dialogue: 0,0:14:04.46,0:14:06.88,Default,,0000,0000,0000,,massive drop down into Norfair. Dialogue: 0,0:14:06.88,0:14:12.65,Default,,0000,0000,0000,,Subtle clues and directions stop Metroidvania\Ngames from being tedious and annoying. So, Dialogue: 0,0:14:12.65,0:14:19.08,Default,,0000,0000,0000,,ultimately, it’s more down to their frequency\Nand intensity. And yes, Dread uses them often, Dialogue: 0,0:14:19.08,0:14:20.42,Default,,0000,0000,0000,,and quite aggressively. Dialogue: 0,0:14:20.42,0:14:27.01,Default,,0000,0000,0000,,But, ultimately, what you think of these techniques\Nwill come to how - and why - you play Metroid Dialogue: 0,0:14:27.01,0:14:28.32,Default,,0000,0000,0000,,games. Dialogue: 0,0:14:28.32,0:14:33.73,Default,,0000,0000,0000,,There are those who play Metroid games primarily\Nfor the action and atmosphere - and are less Dialogue: 0,0:14:33.73,0:14:36.04,Default,,0000,0000,0000,,interested in the exploration aspect. Dialogue: 0,0:14:36.04,0:14:41.85,Default,,0000,0000,0000,,If that’s the case, then Metroid Dread gives\Nyou the feeling of exploring a large, interconnected Dialogue: 0,0:14:41.85,0:14:46.44,Default,,0000,0000,0000,,world - but with less risk of getting lost,\Nand without the need to get bogged down in Dialogue: 0,0:14:46.44,0:14:48.45,Default,,0000,0000,0000,,tedious backtracking and map-reading. Dialogue: 0,0:14:48.45,0:14:54.81,Default,,0000,0000,0000,,And, on top of that, you’ll find a game\Nthat is alarmingly well paced - a whirlwind Dialogue: 0,0:14:54.81,0:15:00.16,Default,,0000,0000,0000,,tour of different abilities, biomes, and bitchin’\Nboss fights, where you’re always making Dialogue: 0,0:15:00.16,0:15:01.53,Default,,0000,0000,0000,,forward progress. Dialogue: 0,0:15:01.53,0:15:06.89,Default,,0000,0000,0000,,Then, there are those who play Metroid games\Nprimarily for the joy of exploring and navigating Dialogue: 0,0:15:06.89,0:15:09.60,Default,,0000,0000,0000,,a complex spaghetti mess of a world. Dialogue: 0,0:15:09.60,0:15:14.62,Default,,0000,0000,0000,,If that’s the case, then Metroid Dread can\Nfeel rather patronising. Dialogue: 0,0:15:14.62,0:15:18.81,Default,,0000,0000,0000,,At some point you’ll realise that you don’t\Nneed to think too hard about navigation, because Dialogue: 0,0:15:18.81,0:15:22.89,Default,,0000,0000,0000,,the way forward is always pretty obvious.\NSo you can stop thinking so hard about this Dialogue: 0,0:15:22.89,0:15:27.60,Default,,0000,0000,0000,,stuff and just let the game whisk you off\Nto the next stop on its guided tour. And if Dialogue: 0,0:15:27.60,0:15:30.82,Default,,0000,0000,0000,,you care about navigation, that’s not much\Nfun. Dialogue: 0,0:15:30.82,0:15:35.78,Default,,0000,0000,0000,,Plus, when it comes to exploration, you may\Nfind yourself attempting to break out from Dialogue: 0,0:15:35.78,0:15:40.17,Default,,0000,0000,0000,,the critical path to find items - only to\Nbe rebuffed by points of no return. So you Dialogue: 0,0:15:40.17,0:15:45.00,Default,,0000,0000,0000,,may not bother to hunt down optional goodies\Nand secrets, even when the game does open Dialogue: 0,0:15:45.00,0:15:48.84,Default,,0000,0000,0000,,back up. You’ll just stick to the critical\Npath. Dialogue: 0,0:15:48.84,0:15:52.26,Default,,0000,0000,0000,,And then, there are those who play Metroid\Ngames multiple times. Dialogue: 0,0:15:52.26,0:15:57.03,Default,,0000,0000,0000,,If that’s the case, then - sure, your first\Ngo at Dread may be guided by an invisible Dialogue: 0,0:15:57.03,0:16:02.89,Default,,0000,0000,0000,,hand - but subsequent adventures are about\Ndeliberately fighting against that hand. Using Dialogue: 0,0:16:02.89,0:16:07.44,Default,,0000,0000,0000,,the movement tech and bugs to break out of\Nthe game’s sequence, and do things in a Dialogue: 0,0:16:07.44,0:16:09.27,Default,,0000,0000,0000,,better, faster way. Dialogue: 0,0:16:09.27,0:16:13.48,Default,,0000,0000,0000,,And its not like the developers are unaware\N- if you manage to get the bombs before you’re Dialogue: 0,0:16:13.48,0:16:18.13,Default,,0000,0000,0000,,supposed to, you can insta-kill Kraid in a\Nspecial, secret cutscene. Dialogue: 0,0:16:18.13,0:16:23.43,Default,,0000,0000,0000,,For me, personally, I’m not really into\Nsequence breaking or speed-running. And while Dialogue: 0,0:16:23.43,0:16:28.37,Default,,0000,0000,0000,,I really dig the action and atmosphere of\NMetroid games, my favourite bit has always Dialogue: 0,0:16:28.37,0:16:34.22,Default,,0000,0000,0000,,been navigation and exploration. So, as much\Nas I loved Dread’s combat and controls, Dialogue: 0,0:16:34.22,0:16:37.68,Default,,0000,0000,0000,,I did feel a bit let down by the game’s\Nworld design. Dialogue: 0,0:16:37.68,0:16:42.53,Default,,0000,0000,0000,,I wanted to figure things out for myself - but\Njust stopped trying and let myself be guided Dialogue: 0,0:16:42.53,0:16:47.85,Default,,0000,0000,0000,,to the end. I wanted to explore - but, felt\Ntrapped by points of no return, so ended up Dialogue: 0,0:16:47.85,0:16:53.99,Default,,0000,0000,0000,,with a paltry 39% completion rate. And I wanted\Nto feel deeply connected with this world - the Dialogue: 0,0:16:53.99,0:16:59.22,Default,,0000,0000,0000,,same way I feel about Hallownest, Zebes, and\NLordran - but that didn’t really happen. Dialogue: 0,0:16:59.22,0:17:05.37,Default,,0000,0000,0000,,So that’s me. What about you? What was your\Nexperience on planet ZDR? And what sort of Dialogue: 0,0:17:05.37,0:17:11.30,Default,,0000,0000,0000,,Metroid player are you? Let me know, in the\Ncomments down below. Thanks for watching.