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This Is How You DON'T Play Metroid Dread (0utsyder Edition)

Channel : The 0utsyder · Watch the source video ↗

Initial Impressions and Reluctance to Play Metroid Dread

Opening Remarks and Backstory

I've proven still being here after 11 years those videos are not going to end me so I don't care.
  • The streamer explains that he no longer reacts to hate comments or edited videos mocking his gameplay, having learned that engaging only makes things worse. He states he has been streaming for 11 years and is unbothered by critics who make fun of his performance. He transitions into his first playthrough of Metroid Dread, noting that viewers convinced him over the last month to try the game. He admits a personal bias against playing games with female leads, calling himself a "video game misogynist," but he acknowledges that the Metroidvania genre typically does not perform well on his stream. The backstory of Metroid Dread is then recounted through an in-game cinematic: the Metroids are extinct, the X parasites were believed extinct but a new sighting on planet ZDR leads the Galactic Federation to send a research team of seven EMMI robots. Contact is lost, and Samus Aran, immune to the X parasite due to her Metroid DNA, is dispatched to investigate. The streamer recalls playing Metroid Fusion and notes similarities in the opening narrative.

First Encounters with EMMI and Core Mechanics

Learning the Controls and EMMI Frustration

The EMMI zones suck I hate them because you can't really explore an EMMI zone because you're on the run.
  • The streamer begins gameplay, immediately losing his suit upgrades as a tutorial sequence strips Samus of powers. He learns basic controls: shooting in eight directions, melee attacks, aiming with left bumper, and firing missiles with right bumper. He encounters an EMMI robot for the first time, describing it as a "nemesis" that chases him through designated zones. The game explains that EMMI can be escaped by leaving their range or by parrying their attacks with precise timing. The streamer becomes frustrated because the EMMI zones prevent exploration; he is forced to flee rather than investigate areas freely. He also notes that the game introduces many mechanics early on, including the Omega Blaster to destroy a central unit. After a series of failed escapes, he finally kills the first EMMI using a scripted sequence. He acquires the Phantom Cloak ability, which renders Samus invisible to enemies while consuming Aeon energy. Despite this, he continues to express strong dislike for the EMMI sections, calling them "creepy" and "annoying" because they disrupt the classic Metroid exploration loop. He compares them to the Nemesis from Resident Evil 3 but confined to specific rooms.

Boss Difficulty and Sequence Breaking Controversy

The Second Boss (Kraid) and Community Advice

The second boss is Crane who you've already killed a million times in the other Metroid games so what does that mean? Why is he even on this planet?
  • The streamer reaches the second major boss, Kraid, a giant reptilian creature. He struggles immensely, noting that the boss deals "insane damage" and has multiple phases requiring specific weak-point targeting. He complains that the fight is overly complex compared to classic Metroid bosses, involving shooting the mouth, then the belly button, then dodging projectiles. After many deaths, he finally defeats Kraid. During the fight, a viewer sends a large Super Chat revealing that there is a hidden "sequence break" method to kill Kraid instantly using bombs in Morph Ball form, but only if the player has explored earlier areas to obtain that upgrade. The streamer becomes angry because earlier in the stream, viewers told him not to explore certain areas because he did not have the required abilities. He feels misled and frustrated that he missed an easier boss kill. He discusses his policy on advice: he wants to be allowed to explore freely and only be stopped if something is absolutely impossible. He also learns that the game’s controls become increasingly complex, with many button combinations needed for advanced moves. The incident highlights a recurring tension between the streamer’s desire to discover things himself and chat’s guidance.

Shinespark Puzzles and Control Complexity

Speed Booster and Shinespark Frustrations

This is complicated don't get it didn't work how do you I don't understand it said if you're running it'll auto activate and then you press down and it doesn't work.
  • The streamer acquires the Speed Booster, an ability that allows Samus to dash at supersonic speed and then perform a Shinespark (a stored charge that propels her in a chosen direction). He struggles to understand the input instructions, trying repeatedly to activate the Shinespark by pressing down on the left stick while running. The game’s explanation is unclear to him, and he fails multiple times before learning that the correct input is to click the left thumbstick (L3). He also discovers that you can store the charge and then use it in Morph Ball form to break through walls, a technique essential for finding hidden items. The streamer criticizes the game for its convoluted control scheme, stating that by the end of the game he has too many abilities mapped to triggers and bumpers, making it easy to forget how to execute moves like homing missiles. He expresses a strong preference for using a D-pad over the thumbstick for precise platforming, but notes that Metroid Dread does not support D-pad controls. The Shinespark puzzles later in the game become a major source of frustration, as he attempts to navigate tight corridors with stored dash charges, often losing the charge due to unintended jumps or enemy contact.

Final Boss: Multi-Phase Puzzle Design

The Final Boss Struggle and Critique of Boss Design

I already only died twice and I'm already angry at this [ __ ] boss what the [ __ ] man I'm getting pissed now.
  • The streamer begins the finale session, hoping to complete the game. He faces the final boss, Raven Beak, who has multiple forms. The first form is straightforward: shoot him when he is not glowing gold. The second form introduces a puzzle element: Raven Beak becomes completely invincible to all attacks, and the only way to damage him is to perform two consecutive parries in quick succession—a mechanic that is not clearly telegraphed. The streamer dies repeatedly, frustrated by the lack of on-screen cues and the boss’s ability to stun-lock Samus. He complains that the fight is a "puzzle" rather than a test of reflexes, and that the game offers no hints. He eventually learns from chat that he must wait for specific parry opportunities and then barrage with missiles. The third form requires dodging fast projectiles and using homing missiles while staying mobile. The final form after Raven Beak absorbs Samus’s Metroid DNA is another scripted phase where Samus transforms into a Metroid-like creature. The streamer manages to defeat the boss after many attempts. Throughout the battle, he criticizes the controls again, noting that switching between Morph Ball and dash moves is too slow on the thumbstick. He also laments that the final boss has "ridiculous" health and damage output, making it a marathon of trial-and-error.

Final Review and Value Critique

Overall Impressions and the $60 Price Debate

This game by all rights should have been around 30 to 40 tops but... it's definitely gonna be for some people a hard sell sixty dollars for a game that I'm gonna beat in 10 hours.
  • After the credits, the streamer delivers his final thoughts on Metroid Dread. He praises the game for returning to its 2D side-scrolling roots after many years, calling it the best Metroid game in over a decade. He appreciates the parry system, the EMMI enemies (despite early frustration), and the balance between exploration and story. However, he has two major criticisms. First, the controls are overly complex and the requirement to use a thumbstick (rather than a D-pad) makes precise platforming and quick ability switching difficult. He notes that the game's combo jumps sometimes fail to register consistently. Second, he strongly dislikes the main boss fights, which he feels are designed as puzzles rather than direct combat challenges. He argues that older Metroid bosses could be figured out naturally, whereas Dread’s bosses require trial-and-error to discover hidden parry windows and phase transitions. He also questions the game’s value proposition: at $60, the main story is only 10–12 hours, and the end-game content (collectibles) offers minor rewards (like two missiles) for extremely difficult puzzles. He compares Dread unfavorably to modern Nintendo titles like Breath of the Wild and Super Mario Odyssey, which provide far more content for the same price. Nevertheless, he gives the game a two-thumbs-up rating, calling it a "hell of a ride" for fans of classic Metroid. He concludes by thanking viewers for their support and encouraging them to continue watching his streams.

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