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 the disappointing Metroid: Other M. The Dread project was given to MercurySteam after they proved themselves with the 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

Game of the Year 2017 Day 3 of 3

Best Old Game of 2017

Winner: Firewatch

Firewatch wins this category on a technicality because I simply didn’t play many older games in 2017. I was at odds with Henry’s cowardly ways; it’s very rare that I don’t find any redeeming qualities with the protagonist of an  game let alone an adventure game. He was a coward who ran away from his problems. I made it my mission to steer him back home and away from the allure of Delilah. I related to his growing infatuation with her even though she was nothing more than a voice. 

I came away reinforcing my own definitions of infatuation, love, and unconditional love. And for someone who was in the middle of a budding relationship, that proved to a bit helpful.

Best Game of 2017

Winner: Yakuza 0

Yakuza 0 is a masterful blend of wacky and touching moments. It took me on a wonderful journey through 1980’s Tokyo that left me wanting more. Giving Kiryu’s backstory more airtime was nice but transforming Goro Majima into a more than just a wacky nuisance was the real winner here.

I’ve played my fair share of Yakuza games starting with Yakuza 2 and the sheer amount of stuff to engage with in Yakuza 0 was astounding. Not all of it was of stellar quality but I found myself enjoying the journey and not wanting to end. I even flirted with the idea of returning to 0 to mop up leftovers.

Runner-ups:

2. Super Mario Odyssey – There may have been way too many Moons to collect but for the vast majority of the time, Super Mario Odyssey was a joy to play. My only complaint? It didn’t quite dazzle me like Super Mario Galaxy did but then again, how many games can live up to that masterpiece?

3. Persona 5 – I’m technically still in the midst of playing this game but I really enjoy it. I – like many others – have a strong affinity towards Persona 4 and its cast of characters, so I was curious what Atlus would do to win me over with a new cast of characters. After a bit of an awkward and rocky opening, I’m finally hitting my stride with the game.

I adore the music and style which they unsurprisingly nail. But I’m a bit surprised with how invested I am with the characters and their stories. They’re grabbing with their shocking nature but I’m sticking with them to see how they handle these “classic tales of woe” in these modern times.

4. Uncharted: The Lost Legacy – In a year filled with open world goodness, Uncharted games feel especially antiquated with their restrictive climbing mechanics and instant death pitfalls. But once I got my Uncharted legs back under me, The Lost Legacy was a wonderful way to revisit the mechanics of Uncharted 4 without the long commitment of reliving Nathan Drake’s final epic.

5. Metroid: Samus Returns – Almost any effort would have been seen as a success coming from Metroid: Other M. Metroid: Samus Returns not only successfully remade Metroid II: Return of Samus for 2017 but they also proved capable of taking the franchise forward with fresh new additions to Samus’ core moves.

6. The Legend of Zelda: Breath of the Wild – There’s a lot of promise shown in The Legend of Zelda: Breath of the Wild. I think Nintendo struck gold with this new take on 3D Legend of Zelda. But I want something more than dazzle. I want more to do and I don’t mean more shrines. Creative types had a ball coming up with clever ways to torment the denizens of Hyrule. If only I had the knack for making my own fun. Then maybe, I would have loved Breath of the Wild a bit more.

7. Mario Kart 8 Deluxe – Mario Kart 8 was number 2 on my 2014 list and it still holds up 3 years later. It’s easily my favorite Mario Kart title and it’s even better with this refined package. This time around, I found additional joy playing the game with friends and family in 4 player splitscreen. It’s the first Switch game that I played like one of those Switch commercials.

8. Nier: Automata – I like many of the individual elements of Nier: Automata but as a whole, it felt short. The soundtrack is phenomenal — I still listen to it on a regular basis. But the bland world and basic combat left me wanting. And while I understand that playing the game multiple times to wring out additional endings is appealing to some, I generally dislike it. I don’t mind replaying exceptional experiences but unfortunately for Nier: Automata, it wasn’t one.

But that soundtrack? Keep that on loop.

9. Puyo Puyo Tetris – I didn’t get around to reviewing this game because I never got around to completing I did enjoy what I played of Puyo Puyo Tetris. The campaign is silly nonsense that overstayed its welcome but I admire their heart. It’s a fantastic game filled with nonsensical characters and great puzzling action. I know I will be returning to it time and time again which is why it currently sits as one of two digital purchases for the Nintendo Switch.

10. Yakuza Kiwami – I experienced the first Yakuza through Yakuza 2’s recap video so while I had an idea of how the adventures of Kiryu started, I didn’t experience it first hand. I rectified that this year thanks to Sega’s remake dubbed Yakuza Kiwami. It was certainly extreme but coming from Yakuza 0’s ridiculous panache, it felt a little toned down and disjointed. Granted this was faithful to the original game but I think they may have been a little too faithful. Still, it was good to see the likes of Yuya brought out of the dark ages of the PS2.

Metroid: Samus Returns Review

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Nintendo set the 2D Metroid bar very low with the release of Metroid: Other M seven years ago. All I wanted was a return to form; they didn’t need to dazzle me with something revolutionary. But when they billed Metroid: Samus Returns as a Nintendo 3DS remake of Metroid II developed by MercurySteam, the same studio who put out Castlevania: Lords of Shadow – Mirror of Fate on Nintendo 3DS. Needless to say, the announcement details alone were not enough to instill confidence. But once I saw it in action? I was sold. 

Having never played Metroid II (or the well regarded fan remake AM2R) I entered Samus Returns essentially blind. I knew of the Metroid baby from having played Super Metroid but I had no idea Metroid II was so different compared to the other Metroid games Other Metroid games featured the little energy sapping bugs and one or two boss encounters with those fanged blobs but this game was chalk full of Metroid hunting.

I got my ass handed to me every time I encountered a new type of Metroid but after a bit of study, I was able to make quick work of each and every one of them. I must admit that the latter Metroids were not as fearsome as the Alpha or Gamma Metroids. Part of it was due to the fact that latter Metroids were less mobile, Samus was considerably more powerful and I was more comfortable with the game’s mechanics.

MercurySteam added several new mechanics and refinements to the Metroid formula. The Aeion System gave Samus an additional resource for her new abilities to draw from. These abilities were woven into the fabric of the game’s progression and made for interesting twists. However, I was taken by the inclusion of the parry and 360 free aim that was introduced to Samus’ move set. I never got tired of smashing a rampaging enemy flyer away with Samus’ giant arm cannon and destroying it with a single shot afterwards. It wasn’t a particularly difficult skill to master but it enabled the game’s enemies to be more menacing. Giving fodder enemies the ability to charge at Samus made them appear more antagonistic and dangerous compared to the lackadaisical ones in other Metroid titles.  

The free aiming was surprisingly liberating. Samus was fixed in place in that mode but I felt more capable and in control of her because I had the ability to guide my shots. Samus always had the ability fire at fixed angles and this was just the natural extension of that capability. Now I wasn’t forced to hop about like an idiot trying to get shots in. 

Combining the two new moves and general refinements to Samus controls made for a very slick controlling game — for the most part. There were instances where physical limitations of the Nintendo 3DS were making it cumbersome to switch weapons or abilities on the fly but I powered through them. 

Hunting Metroids was a unique take on the Metroid formula for me but it wore out its welcome after a while. I grew bored of seeing the same Metroid bosses over and over. They mixed up each encounter with additional environmental hazards or obstacles but there was a lot of shooting missiles into Metroid faces. They did introduce other robotic bosses to break up the monotony of fighting Metroids but they only served as functional different and not aesthetically pleasing. I didn’t find the excavating robots remotely terrifying. 

I enjoyed playing Metroid: Samus Returns every time I picked it up but I also had to put it down frequently. Partly due to the fact that I was playing it exclusively on bus rides but also because the game was structurally monotonous. Find the Metroids, extract their DNA, and deposit it into these weird Chozo gates. Repeat until the end. Along the way, I entered familiar lava territory among others with their accompanying iconic themes.

Despite its pacing issues, Metroid: Samus Returns was enjoyable overall. It was very much the ideal blend of old and new. MercurySteam integrated new moves and ideas into the Metroid formula without it feeling shoehorned. I felt they understood what to do with the Metroid formula but were held back by the fact that they were developing a remake. If Nintendo decides to partner up with the Spanish developer again, I will give their next game my undivided attention. It’s been a long time since we’ve seen a quality Metroid title let alone a quality sidescrolling one.

Verdict:
I like it

Ratings Guide 

Checkpoint: Humid Weekend Edition

It’s been a nice weekend with the significant other but only because we’ve spent most of it indoors with air conditioner. When not doing couple activities, I’ve been catching up on GiantBomb’s E3 2017 coverage and playing Puyo Puyo Tetris on the Switch. 

The GB crew are getting better and better with their night shows. Jeff has a real knack for hosting these shows by asking good questions and getting everyone involved (no awkward segments this year!).

While the coverage has been solid, I thought E3 2017 was a bit of a downer. Dragon Ball Fighters Z was the highlight for me but that’s about it. It was good to see previously announced games show off their wares but they are known quantities. The big surprise for me was Metroid Prime 4 but it was nothing more than a logo. I don’t know what to make of MercurySteam’s Metroid: Samus Returns yet but I’m not getting my hopes up after Nintendo’s last Metroid outing with an external developer. 

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