Metroid Dread

It finally happened. Nintendo released another Metroid game, only it’s not the long-awaited Metroid Prime 4(Q4 2022…hopefully?). For anyone who managed to avoid the surprisingly visible online marketing campaign by Nintendo, Metroid Dread – the first all-new 2D Metroid game since 2002’s Fusion was released a matter of days ago on October 8. Was this game worth the long wait? In this biased Metroid fanboy’s opinion…absolutely yes.

Metroid Dread is a direct sequel to Metroid Fusion whose development cycle has seen numerous twists and turns since it its inception for the Nintendo DS back in 2005. The project eventually become more known for it troubled development cycle than about the game itself. This illusive, almost mythic status made for all the more surprise when Nintendo finally announced that, yes, Metroid Dread was finally going to see the light of day as a Nintendo Switch release on October 8th during their E3 2021 presentation. It was also announced the fabled Fusion sequel had been handed off to MercurySteam, who had developed Metroid: Samus Returns – a remake of Metroid II: Return of Samus, for the 3DS released back in 2017.

I had heard the stories of a 2D Metroid game that had been stuck in development purgatory before finally being cancelled. I was that much more excited and intrigued to see the announcement of a brand-new side scrolling Metroid game for the Switch, and releasing in a matter of months no less! I must admit that while I really enjoyed Samus Returns, I didn’t regard it anywhere near as highly as Super Metroid, Metroid Prime, and Metroid Fusion, but I was still willing to see what MercurySteam could bring to the table. I can honestly say the result is a phenomenal game and exactly what I wished Samus Returns could have been…

Guess who’s back and as badass as ever?

Metroid Dread begins immediately the events of Metroid Fusion. Samus has escaped the Biologic Space Laboratories(BSL) Station and the “X” parasites are thought to have been wiped out in the collision with the planet SR388. Shortly after, the Galactic Federation receives a video sent from an anonymous source showing an “X” parasite inhabiting the remote planet of ZDR. The Federation sends a small team of Extraplanetary Multiform Mobile Identifiers or E.M.M.I. to locate and extract the DNA of the “X” parasites, but upon reaching ZDR, communication with the E.M.M.I. is lost. Our story begins as bounty hunter Samus is once again commissioned by the Galactic Federation, this time to investigate the planet ZDR and uncover the whereabouts of the E.M.M.I. After landing on ZDR, Samus is attacked and nearly killed by what appears to be a Chozo warrior. When she regains consciousness she finds that she has lost most of her abilities….yet again, and begins her trek to the planet surface. She then is approached by one of the seven E.M.M.I. which engages pursuit as it’s clear something(someone?) else is controlling them.

The game overall has a moderate difficulty curve to it, very similar to the original Metroid on the NES or Super Metroid, but it never felt overwhelming. The boss fights in particular, are challenging, yet exhilarating to overcome. There’s also a few nice references to previous entries in the Metroid series such as each new region having to defeat(deactivate?) the Central Unit in order to venture further, which very closely resembles the Mother Brain fight from Samus’ very first adventure. Another memorable moment in Metroid Dread was descending to the depths of Cataris and facing off against Kraid, another of Samus’ old foes. The Kraid battle was another blast of nostalgia as the fight, for the most part, mirrors the epic battle in Super Metroid, while adding a few new angles. Many of the enemy encounters(as well as procuring missile upgrades and health tanks) reminded me of the many NES/SNES-era games which demanded the timing of your jump, attacks and counters to be PRECISE in order to succeed. The boss and mini-boss fights can seem a bit like a disorienting challenge at first, but once you learn the attack patters(and likely see the game over screen a few times) it almost becomes to its own choreographed fight sequence closer to what Team Ninja attempted in the divisive Metroid: Other M for the Wii.

The combat in Metroid Dread feels like a near-perfect evolution of its 2D predecessors, with tight, responsive controls that allow Samus to perform a number of maneuvers and attacks. The melee counter introduced in Samus Returns is back and is once again, critical to successfully defeating the many dangers awaiting Samus on ZDR. Being able to play a 2D Metroid game with a modern console/controller allows for a greater number of moves to be smoothly performed at any given time – a contrast to having to hit the Start button to switch between missiles and your grapple beam. This new(er) dexterity adds to the familiar feeling of powerful satisfaction as you once again find yourself decimating the same region full of enemies that had made venturing through so treacherous a mere couple hours earlier. Dread is 100% the best-playing Metroid game yet…

These fights feel oddly familiar…

The nine different regions across ZDR are all unique and have their own set of enemies and terrain to encounter. One thing that really impressed was the way MercurySteam created a greater sense of scale by implementing some 3D background effects in areas while still retaining the familiar feel of its 2D predecessors; very similar to the what Koji Igarashi and ArtPlay did with Bloodstained: Ritual of the Night.

As one would expect from a Metroid game, its DNA is comprised primarily of exploration and atmosphere. While these two elements are what drive the game, Dread does contain enough of a story to glue it all together as it dips ever so slightly into Samus’ backstory of an orphan raised by the Chozo, while continuing the story from Metroid Fusion.

My two biggest flaws in Metroid Dread boil down to two things…

A familiar face…statue?

Feedback – It was difficult at times to tell if you are even dealing any damage to enemies, particularly during boss fights when the margin of error for timing counter attacks and evading enemy attacks is already thin. This made the boss fights feel very trial-and-error as one minor mistake could often result in re-doing a multi-section boss fight from the beginning. Perhaps this could have been alleviated a bit by implementing health bars during boss fights, but as previously stated, the battles are difficult enough due to the dexterity required to jump, dash and slide away from enemy attacks; there isn’t a lot of time to focus on how fast the boss’ health is depleting. I should also point out that Super Metroid has a similar issue with enemy feedback during some of the boss fights, though I’d still say it was slightly less noticeable there(or back in 1994).  

Pacing – The E.M.M.I can be a terrifying enemy as the have the relentless tenacity of a T-1000 stalking your every move. They add a sense of tension and of course, dread as you mostly have no other option that to evade contact with them. They do begin to seem less menacing as the game goes on and they soon become more of an annoyance than fearsome foe, similar to the way B.T.s felt terrifying for the first several encounters in Death Stranding before beginning to irritate more than instill fear. Strangely enough, they only function in certain areas of each region designated by the E.M.M.I doorways. In order to fully conjure the feeling of dread the title implies, I would have preferred the E.M.M.I pose a constant threat throughout the game. This would be like playing Resident Evil 3, but the possibility of the Nemesis bursting through a wall and pursuing you only entering your mind a little over a third of the area in each region. The fact it starts to feel like stealth sections were added to a Metroid game – similar to sneaking into Hyrule Castle with young Link in Ocarina of Time wasn’t exactly something I was in love with while playing. The frequency of instant fails in the E.M.M.I sections created a very noticeable disconnect in pacing when compared to the rest of the game.

Final thoughts

Hello again…

Despite some issues with pacing and a lack of enemy feedback, Metroid Dread is one of my gaming highlights of 2021 and immediately after completing the game I was already wanting to go back through the adventure all over again, this time to test out the newly unlocked ‘Hard Mode’. Players who disliked the more linear approach to Metroid Fusion – having your next destination explicitly pointed out to you, will appreciate the way Dread offers the freedom of exploration for those seeking it, similar to Super Metroid. MercurySteam has done an excellent job improving the Metroid gameplay and formula since Samus Returns in 2017. Even if the game doesn’t quite instill a sense of….dread as the name suggests, it does an exemplary job of taking what made Super Metroid/Fusion so great while adding some updated touches. Exploration and atmosphere are at the very core of the series and Metroid Dread is a perfect modern example as to why the series is the namesake(half of, anyway) of an entire subgenre of games colloquially known as Metroidvanias. Let’s just hope we don’t have to wait another 19 years for the next game…

Falling(Behind) Into Autumn

The summer months are now behind us. Daylight hours are getting steadily shorter and there’s a crispness in the air. Fall is finally here. My favorite season without a doubt was summer as a kid – I’m sure almost all of that had to do with the feeling of sweet freedom away from school over summer vacation. As I’ve gotten older, however, I’ve started to embrace the fall months as my favorite time of year – walks in the cool mornings to take in the sights and smells of the season or spending cozy evenings inside with a warm cup of coffee while playing video games or watching a movie(let’s be honest, this is how most of my year is spent).

It’s that time again…

It’s been a while since my last post…again, but I wanted to at least write up a short update post on what I’ve been keeping busy(?) with lately. I have typically defaulted to writing these type of posts with “Weekend Gaming Review” as a placeholder title until I could come up with something…better(that’s been two years, it’s a work in progress). If 2021 has been anything, it’s been inconsistent. The year started off strong enough, but since April or so it seems like it’s been a lot more difficult to stick to any sort of consistent schedule, which led to me taking a short break from blogging and streaming. Since then, I’ve felt like I’m typically at one of two extremes – too many ideas to work on at the same time or I have nothing at all(nothing at all). Over the summer, my output has been rather streaky as I’ll manage to get something written a few weeks in a row, only to then go…what’s it been…5 weeks without writing anything? The same has applied to streaming as well, with any semblance of a schedule falling by the wayside and simply going by whether or not I felt up to it that particular morning.

A change in plans…

The past two years I’ve attempted to do something special for October and participate in a set of Blogtober posts throughout the month. I had a list of spooky, Halloween-themed games prepared well in advance this year as I had wanted to avoid finishing a particular game and quickly writing up a blog post about it the same night, which seemed to happen far too often. After going back and forth on it for some time, I ultimately decided not to force myself into some sort of blog project when I didn’t feel I was up to the task. I have a couple of the games from the list completed and do intend to write up something, but it won’t be on any specific schedule. As for streaming, I plan on doing so a couple mornings throughout the week, but don’t have anything set for which games I intend to play and will basically go with whatever I feel like playing next, scary game or not. So, uh…anyway. Video games.

What I’ve been playing…

Pretty hyped for this…

I finally got ahold of a PS5 in August, so since then, the majority of the games I’ve been playing have been there. I played through Astro’s Playroom and Ratchet & Clank: A Rift Apart before I set my sights on Returnal…which proceeded to consume my life for the next few weeks. My most recent(I guess) post was attempting to explain what it was about Returnal that had me hooked and how it reminded me of what I love about the Metroid series. After that, I played through Spider-Man: Miles Morales, followed by a quick detour through Donut County – grabbing the platinum trophy for both games. I had concluded my time with Final Fantasy XV before getting the urge to play another in the series shortly after, so I re-started Final Fantasy IX on my Switch – which I finished last week(and loved).

I realized that I’ve probably spent more time playing RPGs this year than any other year. I was never really into them as a kid, with Pokémon Red being an exception to this, before moving playing Star Wars: Knights of the Old Republic and Tales of Symphonia a few years later. This past year, I’ve finished up Dragon Quest XI, as well as played Fallout 4, Paper Mario, Final Fantasy IX & XV, and recently started catching up on some retro RPGs by playing Shining Force on stream the past couple weeks. Maybe it is just that I probably have more to catch up on with RPGs as a genre, or something about the way you can throw yourself into a story and world for hours at a time. The latter has definitely seemed true the past month and a half, where I’ve felt like doing nothing other than immersing myself into video games after getting done with work for the night and feeling capable of doing little else.

A couple months ago, I had signed up on the Halo Waypoint site to take part in the upcoming multiplayer beta(s) for Halo: Infinite. I got the email invite for the weekends of Sept. 24-26 and Oct. 1-3, so a sizable portion of my time those weekends was spent with Needlers and plasma grenades in hand. I didn’t have an Xbox One until this last year, so I feel like I missed out on Halo 5 for the most part. I finally played through the campaign earlier this summer and really enjoyed it, though I haven’t tried any of the multiplayer modes. It felt great to jump back into a Halo game and the recent multiplayer beta was a lot of fun and only made me more excited to see the full game when it releases on December 8. Halo has been a game series that’s provided a lot of memories and has meant a lot over the 20 years since it’s initial release.

It’s finally here…

Two days ago, after anxiously waiting for months, Metroid Dread was finally released. Metroid Dread and Halo: Infinite are the two releases I’m most excited about this year and it almost feels like 2004 all over again when Halo 2 and Metroid Prime 2 were released a mere six days apart in November. As I may have mentioned my love of Metroid games a…couple times, it should come to no one’s surprise that my Friday morning consisted of running out to pick up my copy of the game and having to wait until I was done with work that night to begin playing. The majority of my weekend has been spent playing Metroid Dread and as of writing this, have only the final section of the game left to finish. I’ve also begun making a few notes here and there of my experience with the game as I fully intend to do a follow-up post after I’m done with the game(yes, I know I’ve said that before). It’s definitely been worth the wait…

So…yeah, that’s pretty much it. What’s everyone else been up to lately? Any game releases you’re looking forward to in the next few months? 2022 is already looking completely stacked for big releases with Elden Ring, Pokémon Legend: Arceus, and Horizon: Forbidden West in just the first two months. It should be an interesting time…

Thanks for reading!