However, it has to be said that this particular puzzle isn’t necessarily an example of that design trope. To be very fair, “shooting your way through hidden blocks” is a particularly divisive NES-era trope featured prominently in some of the most frustrating retro games ever made. He seems to be saying that there needed to be a clearer indication of what you were supposed to do rather than simply hoping you will eventually try to shoot your way through a hidden block. That’s certainly a topic worth discussing, but before we get there, it’s important to point out that the crux of Jaffe’s argument is that this section of the game represents bad video game design because he believes it’s unintuitive. It's like devs WANT to push Players away.- DAVID SCOTT JAFFE October 10, 2021 And it's not an age thing I NEVER liked it.But it wasn't so rampant. Kena, Metroid, Returnal all leading the march towards super challenging games.Maybe it's NES generation coming into their own as designers but I fucking HATE THIS shit.
![god of war 4 sucks god of war 4 sucks](http://assets1.ignimgs.com/thumbs/userUploaded/2015/7/8/godofwar3gfx1280-1436401298409_1280w.jpg)
However, shortly thereafter, Jaffe decided to upload a video in which he reacted to his own live stream by suggesting that the problem wasn’t that he couldn’t solve the puzzle but that the puzzle itself, and more of Metroid Dread, represents “bush league” design that “should not get a pass.” You really have to see it for yourself to appreciate Jaffe’s passion on that matter.
![god of war 4 sucks god of war 4 sucks](https://www.gamecool.mx/wp-content/uploads/2018/04/GOD-OF-WAR-4-PS4.jpg)
Jaffe did just that, acted mildly frustrated with the game, and then seemingly proceeded with the rest of his life as so many of us would.
![god of war 4 sucks god of war 4 sucks](https://images.pushsquare.com/1880dd1d4ca67/god-of-war-ps4.large.jpg)
Shortly thereafter, someone in the chat seems to have told him that he needs to shoot the ceiling in order to access the area above. After struggling to solve one of Metroid Dread‘s earliest puzzles, God of War and Twisted Metal director David Jaffe proceeded to go on an epic multi-front rant in which he referred to Metroid Dread as a “sacred cow” with “s*** design” and criticized modern developers for trying to make games too hard.ĭuring a recent Metroid Dread stream, Jaffe encountered an early in-game roadblock he couldn’t quite figure out.