There’s a lot of discussions about tutorials, usability, and genre literacy going around regarding Metroid Dread. Here is David Jaffe playing an early room in Metroid Dread, and speaking to its design. Admittedly, he is kind of a clown, but having directed God of War/Twisted Metal, certainly isn’t a layperson. Especially contrasted with a bunch of other peoples’ attempts, I have a tough time reconciling the oft-given “more playtesters” advice, or if it is even worthwhile to try and prevent. Should we normalize players sometimes losing or getting stuck, or is it someone’s “fault” when this happens?
Metroid: Dread may also be an example of shifting player expectations, where many games in the “Metroidvania” subgenre are relatively easy chill romps, while Dread returns to the series’ roots of feeling outmatched and helpless at many turns.
Contains minor spoilers for breakable block in early room in Metroid Dread, also bad language: