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Metroid Dread Review

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11 years. That’s how long it took Nintendo to release a new 2D instalment in the Metroid franchise. It took them a long time to find someone else to pick up the mantle after theĀ disappointing Metroid: Other M. The Dread project was given to MercurySteam after they proved themselves with theĀ awesome Metroid: Samus Returns.

Metroid Dread played like a very refined Metroid: Samus Returns. Samus’ parry ability and 360 free aim returned, but she also developed the ability to slide under openings that were previously only accessible with the Morph ball. Additions like that and the wall climbing made her feel more versatile and nimble while staying with the confines of the game’s structure. She still required the staple of abilities like the Morph Ball, Space Jump, and Power Bombs to unlock the map.

The flow of the game did not deviate much from the Metroid games before it. There were little wrinkles like teleporters that brought Samus from one area to another to cut down on back tracking, but progress was still gated by abilities. 

The big “disruption” to progress were the E.M.M.I. encounters that offered a change of pace. I liked the idea of being hunted by an indestructible robot foe, but I didn’t like the punishment for getting caught. I might as well just skip to the Game Over screen because having to guess the right window to parry and escape the killer robots’ attacks was not fun. Samus would eventually obtain the ability to cloak and hide, but that would just delay the inevitable if she took the wrong turn somewhere. I found myself focusing on running away or kiting the E.M.M.I. through long winded paths just to buy Samus time to make her way to her destination. I would have preferred if the E.M.M.I. just sapped large chunks of her life away when Samus got caught.

Taking away health would have forced me to a bit more careful with platforming. The bosses kicked Samus’ ass, but the fodder enemies were easily dispatched thanks to the heavy reliance on the parrying mechanic. It’s not a slight against that mechanic, but perhaps one shot killing every enemy after a successful parry was a bit much.

I played Dread entirely in handheld mode which is made me consider picking up an OLED model. I found the game to look very nice on the original Switch’s LCD, but I know all those colors would have popped even more on an OLED. I only wish the game didn’t struggle to maintain its silky smooth framerate; there were a handful of areas where there were just a few too many X parasite thingies to render.

It’s been a long time since I thought about the X parasites and Metroids squaring off. Their introduction in Fusion brought a substantial change to Samus that I found functionally interesting, but aesthetically cringy. Making Samus more biomechnical was an interesting idea in Fusion, but I didn’t enjoy the path they went down in Dread. By the end, Samus became stupidly powerful and wouldn’t look out of place hanging out in the Kingdom of Atlantis as some kind of crustacean themed dark knight. It didn’t resonate with me at all. 

Weird suit transformations and other tiny misgivings aside, I really enjoyed my time Metroid Dread. It nearly convinced me to pick up a Switch OLED. I had such a good time playing through the game, and unraveling the map like a good one of these games should do. It took Nintendo a long, long time to add to the Metroid franchise, but they finally did and it was worth the wait.

Verdict:
I liked it

Ratings Guide

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