Showing posts with label Metroid Dread. Show all posts
Showing posts with label Metroid Dread. Show all posts

Wednesday, July 1, 2026

Metroid Ravenous Leaked

Metroid Dread wallpaper showing Samus with Raven Beak behind her

One of my overblown expectations for the June Nintendo Direct included the announcement of a new Metroid project by MercurySteam, which didn't happen. But it looks like we might be still getting one in the near future.

The Ministry of Justice and Public Safety in Brazil temporarily listed a rating for an upcoming Nintendo title, called Metroid Ravenous. This was obviously by mistake and has been removed already, but the internet sees everything and never forgets, so you can find some screenshots of the matter, originating from UniversoNintendo.com.

Well, this is certainly exciting. MercurySteam could have been working on a Super Metroid remake and that would have been awesome as well, but amidst the current wave of remakes of beloved classics from the 90s, it's probably best to follow up directly on Metroid Dread, which came out in 2021 and was absolutely fantastic. After having waited 19 years between Metroid 4 and 5, shortening that wait to five years would certainly be a refreshing change of pace for the franchise, right in time for its 40th Anniversary.

The title "Ravenous" indicates that Samus is not yet done facing her dark Chozo connections, as revealed by the antagonist Raven Beak. Sorry, English is not my first language and I interpreted the word as "raven-like", but it actually means "voracious". My bad. But in that case...

Anyway, the cat is out of the bag and the bag is out of the river, so Nintendo might as well release a trailer for the game as soon as they have one ready. Show us what this is about. I'd also love to see a Nintendo Switch 2 upgrade for Metroid Dread, while they are at it.

Saturday, June 22, 2024

Metroid Dread: Nintendo Switch Icons

Mission & Rewards - Metroid Dread Wave 1 - 3

Currently, you can obtain profile icons based on Metroid Dread in the Nintendo Switch Online application. This really should have happened three years ago, back when the game launched, but better later than never.

It looks like the announcement of Metroid Prime 4: Beyond makes Nintendo highlight what's already there on Nintendo Switch, where you can obtain the icons for Metroid Prime Remastered again as well. Both games are also discounted at the moment.

Let's hope that Nintendo will keep focusing on Metroid for the time being, where the best case scenario would be another shadow-dropped remaster of Metroid Prime 2: Echoes. Get as many Metroid games on the system as possible.


Source

Saturday, December 9, 2023

My Games of the Year 2018 - 2023

With the Game Awards out of the way and looking at back at a year that brought us the next huge Zelda experience, I thought that it was the perfect time to update my games of the year list from six years ago, back when Breath of the Wild blew everyone's mind and scored all the awards. What games have really made my years since then? See for yourself:

  • 2018: Super Smash Bros. Ultimate
  • 2019: The Legend of Zelda: Link's Awakening
  • 2020: Hyrule Warriors: Age of Calamity
  • 2021: Metroid Dread
  • 2022: Death's Door
  • 2023: The Legend of Zelda: Tears of the Kingdom

If you have followed this blog or just browse through the posts during the respective years, then there shouldn't be many surprises here. There's probably only one title that I need to explain, but let's briefly go through this list...

After Super Smash Bros. for Nintendo 3DS & Wii U failed to captivate me in 2014, losing big time against Hyrule Warriors, my love for Nintendo's crossover fighting game was instantly reignited with the "Everyone is here!" trailer at E3 2018. And Super Smash Bros. Ultimate then kept me on my toes for the next three years with its character additions, where I still play the game (ir)regularly today.

The Legend of Zelda: Link's Awakening was my first Zelda game and my first big love in video games, where it will always have a special place in my heart. And the remake from 2019 did so many things right that I consider it to be among the best what the Zelda series has to offer, right next to Breath of the Wild and Tears of the Kingdom. It's also something that I can play again and again.

Curiously, while both my favorite games of 2018 and 2019 were Nintendo Switch titles, I didn't have my own Nintendo Switch in these years yet, because I was still waiting for that inevitable Zelda edition at the time, which didn't arrive until this year. The game that finally made me buy a Nintendo Switch despite this was Hyrule Warriors: Age of Calamity in late 2020, which came as a big surprise and combined some of my previous games of the year into one epic package, where the addicting action of Hyrule Warriors makes fantastic use of the world of Breath of the World.

2021 then marks the first Metroid title on my list. Since I hadn't discovered the series before 2008, the only real contenders so far have been Metroid: Other M and Metroid: Samus Returns, where the former wasn't exactly the best choice, even though I liked the game quite a bit, and the latter had no chance against Breath of the Wild in the same year. Metroid Dread on the other hand didn't have much competition and also became my favorite title in the series to play, where it's just a blast.

Well, it's not entirely true that Metroid Dread didn't have any competition, because there was also Death's Door. But I did play this at the very end of the year, where it really bleeds into 2022 for me and I've decided to make it that year's entry, because I didn't actually play any new games otherwise. I was mainly busy with Hollow Knight, which technically was my big game of the year 2022 when it comes to pure play time, but it's in a weird spot as a 2017/2018 title. While there is some leeway with this list, this is stretching things.

And Death's Door really was the game that has brought me into the realm of smaller indie titles to begin with, which then led me to explore Hollow Knight. I've also already played through the game three times in total by now, where for me it has a similar level of replayability to Link's Awakening, which is a high praise. I have a feeling that Death's Door really will stay with me and therefore deserves the spot on the list.

Another contender for 2022 was Quake Champions, which I have been playing a lot for the last three years and which went out of "early access" last year. But the content updates during 2022 weren't that great and I don't think I want any service game in this list, because all the other entries are something that I could still enjoy today to some degree. It's more something for the category of "best ongoing game".

Anyway, this brings us to this year, 2023, which was dominated by Tears of the Kingdom and should be smallest surprise here. At least there wasn't a new Metroid game under its shadow or anything similar, where luckily Hollow Knight: Silksong still escapes us and therefore could become a contender for one of the next years, maybe already in 2024.

It's also of note how the Zelda series is now clearly in a six-years-cycle with its 3D installments. My graph makes this quite visible with three main titles in one column. Skyward Sword came out in 2011, Breath of the Wild in 2017, and now Tears of the Kingdom in 2023. At this rate we shouldn't expect the next big Zelda before 2029...

Wednesday, September 7, 2022

2nd Haul of My Nintendo Store Rewards

photo of Age of Calamity notepad and Metroid Dread pins

This came with the post today. Well, the Nintendo Switch Card Case was from the last time, I only put it on the photo as a size reference. So, what I got was the Metroid Dread pin set, as well as the notepad based on Hyrule Warriors: Age of Calamity. These are two of my favorite Nintendo Switch games, where I simply wanted the extra (free) merchandise for them.

The items aren't that nice, however, where I liked my last haul much more. The pins are very tiny, where they are truly meant to be put on clothing as a detail, but I would never do that, because this puts holes in the fabric and having the metal end under your clothes is annoying. I guess I would have preferred some larger magnets or something, but it is what it is and there isn't much official merchandise around Metroid Dread available anyway...

The notebook is fine. The cover has a nice relief to it and each page has this special print on them:

inside of the notepad

It's still just a simple A5 notepad, though, with a cardboard backside. But since it looks so nice, I probably will never write on it. It's the curse of such merchandise – I want to have it around, but I don't want to use it, because it's too "precious".

You seemingly can order more now, however, in case you really want to use up that fine pad. You can only get one item per order, but you can make multiple orders with the same item as long as you have enough Platinum Points left. I also can get a second of the Nintendo Switch Card Case 8 again if I ever need one, which is really good. Given that it will be back in stock someday...

And the whole ordering process is now much better than it used to be one year ago thanks to the updated My Nintendo Store. You can now purchase the My Nintendo Rewards directly with your Platinum Points, so you don't need a code any longer, where you were only able to redeem a single code per order. I had to pay for shipping thrice last year, which was ridiculous. Now I was able to do a single order with the two items, where I only had to pay 2,99€ for shipping once and they have delivered it all in one package. As it should be.

You can now also use PayPal, which makes things more convenient and should give a lot more Nintendo fans in Germany (and other countries where credit cards aren't that common) the opportunity to buy something. Though, I've heard that pre-orders still require a credit card, but I personally don't mind that any longer.

So, while the items aren't as great as last time, the whole "shopping experience" was a lot simpler and more satisfying. It's just too bad that a lot of the more interesting items, like the Super Nintendo controllers, are constantly sold out. And my favorite of the My Nintendo Rewards, the Card Case 8, is also currently not available, as already mentioned.

Still, together with the Nintendo Switch user icons, where I try to collect most of them, I was rarely so low on Platinum Points as I am now. It's good to finally have multiple useful uses for them.

Monday, April 11, 2022

Modernized Metroid Control Concepts

Super Metroid Controller Setting Mode as seen on Nintendo Switch

So, a friend of mine has been streaming Super Metroid lately, which inspired me to check out the game once more, this time via the Super Nintendo library of the Nintendo Switch Online service. Luckily, the game lets you change the controls via its options, because the emulator itself won't let you do this. Yes, something from the year 1994 is more sophisticated than a service from Nintendo in 2022, no big surprise here.

Still, I couldn't figure out something ideal and my enjoyment of the game didn't last long. I keep hearing from fans how Super Metroid is "perfect", as if there ever was a perfect game, but while it will always be one of my favorites, I personally don't feel like it has aged so well. And it's not just the button layout, the controls themselves feel very outdated, whether it's the weird wall jumps, having two buttons for diagonal aim, or the inconvenient item select. This is something that I've already struggled with while replaying Super Metroid on the Wii U, but things got much worse after playing Metroid Dread, where everything plays so much more smoothly in comparison.

Of course Metroid Dread isn't perfect either, where the controls feel somewhat overloaded, especially with the Grapple Beam, but it beats Super Metroid in most aspects. And after the success of Metroid Dread, we can safely assume that we will be getting more 2D Metroid games from MercurySteam in the upcoming years, where the game will certainly be used as a template. While it would be amazing if MercurySteam was already working on Metroid 6, another remake feels more likely at the moment and in that category Super Metroid should be the next in line.

You may have concerns about this, considering how Samus Returns turned out in certain aspects, like completely changing the final areas... But the 3DS title was a reimagining, while Super Metroid should get a proper remake, which respects absolutely everything the original did, including any glitch-free sequence breaks. There is no need to change the environments, enemy placements, upgrades, or anything like it. The only things that need to be updated are graphics, sound, and the controls. The game should simply be modernized, but not changed.

At the same time, Samus Returns would profit from something similar, where the Nintendo 3DS title could get ported over to the Nintendo Switch with updated graphics, sounds, and controls. Maybe some assets got already made in HD during the project, which would make such a remaster even more likely. People will want more Metroid for the Nintendo Switch after Metroid Dread, where such a title would be a good filler.

Metroid Dread Controls screen

Now, with all of this in mind I've kept thinking about how these two games would play on the Nintendo Switch by using Metroid Dread as a foundation. This is mainly about the controls, where all three games aren't exactly simple in that aspect... So, let's go through some potential button layouts for these titles to see how they could work on Nintendo's current system.

Of course we're just talking about the default control schemes here. All the games should follow the example of Super Metroid from the SNES and let you change the button layout as you see fit via the options menu, instead of just displaying it there (looking at you, Metroid Dread).


Core Controls

For the sake of consistency, the following should probably be the same for all three titles:

  • Y: Shoot
  • B: Jump
  • X: Melee Counter*
  • L: Free Aim
  • R: Missile Mode / Power Bombs
  • ZR: Grapple Beam
  • Plus: Map
  • Minus: Options
  • Left: Expand Minimap
  • Right: Scan

*It's questionable whether MercurySteam should implement the Melee Counter in a Super Metroid remake as well, but let's not get into this for now, so you can ignore this for that case.

Both Super Metroid and Samus Returns would also need a button for swapping weapons, mainly for changing between Missiles and Super Missiles, where the most convenient choice would be the A button. This one was used for the Flash Shift in Metroid Dread, but there is nothing similar in the other two games.


Super Metroid

  • A: Select Missiles
  • ZL: Dash
  • Left Stick Button: Morph Ball
  • Right: X-Ray Scope
  • Right Stick: beam selection

The SNES title was the only Metroid game that has a dedicated dash button. And not going to lie, using this still feels good. Technically, they could get rid of this by simply using the analogue stick analogously. So, if you don't want to run, you don't press the stick all the way. And the Speed Booster could be activated by pressing the left stick, exactly like in Metroid Dread. But if we go with a dedicated dash button, then the most comfortable choice will probably be ZL, so you can still shoot and jump while dashing.

Overall, the most important thing would simplifying the entire item selection system. This wasn't streamlined in Super Metroid at all, where it can adopt basically everything its successors have improved. Missiles and Power Bombs should be activated by holding R. Grapple Beam can be used by holding ZR. The X-Ray Scope should be activated with the same button as the Pulse Radar, where it then goes into the scope mode, which can be left at any time by pressing Fire or Jump. So, all that's left is switching between normal Missiles and Super Missiles, where this should go to A or X for the best access during combat.

Super Metroid also has a series of special Charge Beam attacks, which could be triggered when Power Bombs were selected and the Charge Beam was equipped with only one of the other four beam upgrades. Since most players never change their beam setup, those techniques are fairly unknown, where a remake could make this more accessible by offering a beam selection similar to that in Metroid Prime. Each direction of the right analogue stick would equip the Charge Beam together with either the Ice Beam, Wave Beam, Spazer Beam, or Plasma Beam respectively. Pressing the stick button would equip all beams at once (a remake will most likely allow the combination of Spazer and Plasma). If you charge and hold the R button during release, it will then fire the "Charge Beam Combo".

Needless to say that certain actions, like Wall Jumps, Space Jumps, or using the Grapple Beam, should work as fluidly as in Metroid Dread, which means that the inputs should feel more intuitive and natural. At the same time a remake should preserve what was possible in the original, e.g. single-side wall jumps, which wasn't a thing in any of the later games.

It could also be interesting to have a ledge grab, which would offer a variety of additional possibilities. But this should probably added via a new hidden item, like the Power Grip in Zero Mission, only optional, to respect Samus's original abilities in Super Metroid (even though they didn't really care about that with Samus Returns).


Samus Returns

  • A: Select Missiles / Beam
  • ZL: Morph Ball
  • Right: Scan Pulse
  • Right Stick: Hazard Shield / Beam Burst
  • Stick Buttons: Phase Drift

Since Metroid Dread and Samus Returns were made by the same developers, the controls are already quite similar. However, there is no second screen with the Nintendo Switch, which on the Nintendo 3DS mainly let you switch between the different weapons. The Grapple Beam gets taken out of this equation thanks to the ZR button, while switching to the Ice Beam and Super Missiles would best work via the A button. The touchscreen could also be used for the instant Morph Ball mode, where now there is the ZL button for that, just like in Metroid Dread.

The one thing that truly has to change is the activation of the Aeion abilities, where previously you would select an ability via the D-pad and then activate it with the A button, which we now need otherwise. Most of the Aeion abilities were toggles, however, like putting on the Hazard Shield, which absorbs any damage at the cost of Aeion. So, there is no real need to pre-select them and bind their usage to a button, where this was already somewhat inconvenient while playing the Nintendo 3DS title and could be improved here. Just flip the right analogue stick either left or right for the Hazard Shield and Beam Burst respectively. The Phase Drift then can go to one of the stick buttons, where this would be like the Phantom Cloak in Metroid Dread. And of course the Scan Pulse should work exactly like the Pulse Radar.

The Melee Counter could also be enhanced like in Metroid Dread, so that it works while jumping and running. This would improve some of the game's pacing significantly.

Friday, April 8, 2022

Metroid Dread: Boss Rush Released

Boss Rush menu, Battle 12 bosses without stopping. Energy is not restored between battles, but weapon ammo is fully restored.

Version 2.1.0 of Metroid Dread got released today, which comes with the new Boss Rush mode. This is an entirely separate mode from the main game, where you can switch between the "Samus Files" and "Boss Rush" on the main menu by pressing the L and R buttons respectively. You need to have beaten the game first to unlock it, which makes sense because of spoilers.

The Boss Rush itself comes in three different variants:

  • Boss Rush: You fight 12 bosses in a row in a given order and your goal is to beat them all as quickly as possible. Any taken damage gets carried over between bosses, but you can retry any boss for a time penalty, should you get defeated.

  • Survival Rush: The goal is to beat as many bosses within a five minute time limit. Beating bosses adds more time to your clock, more so when you don't take damage, but you can't retry on failed attempts. You need to have beaten Boss Rush or Dread Rush to unlock this mode.

  • Dread Rush: It's the same as Boss Rush, but with the one-hit-kill rule of Dread Mode. You need to have beaten Dread Mode to unlock this.

In addition, both Boss Rush and Dread Rush offer you Practice battles, where you can fight the bosses individually and go for highscores as well.

Boss Rush Practice: 1 Corpius, 2 Kraid, 3 Artaria Central Unit, 4 Drogyga, 5 Robot Chozo Soldier, 6 Escue

For each boss in the Boss Rush mode it gives you a set number of Energy Tanks, Missiles, and Power Bombs, where these numbers increase to appropriate amounts between battles. At the end of a boss fight it looks at how much of your total health is missing and then subtracts that amount from the new total for the next boss. So, even if you're nearly dead, you will be getting some health thanks to the new Energy Tanks.

In Survival Rush, however, you get eight Energy Tanks (899 health) and 120 Missiles at the beginning, where this will have to do for the remainder of the mode. It doesn't stop after the final boss, so you can keep going, but the time bonus you get from victories decreases with each cycle (at first from 30 to 20 seconds), where the time will run out eventually.

You also only get the abilities that you normally would have during the boss encounters in the main game. So, there are none of sequence breaking advantages that you could have with certain bosses, like Kraid or Escue.

It also doesn't go through all the variants of the different mini-boss fights, only two of them: there are two different Central Unit fights, Artaria and Ferenia, and there is the Twin Robot Chozo Soldier battle in addition to the single one. It also doesn't bother with the different tiers of the Chozo Soldiers and goes straight to the Elite one.

Overall, there is a lot to unlock here with the modes themselves. You have to beat the Boss Rush at least once, so it unlocks the Survival Rush, as well as all the practice battles (though, you technically don't have to beat the last boss in Boss Rush for the latter, only get there). And you'll also have to beat Dread Mode and get to the final boss in Dread Rush for all other options.

Plus, if you want to have set a record for everything, essentially to mark them as "beaten", there are all the practice battles to go through, and you will have to fully beat Dread Rush as well... But there is nothing outside the Boss Rush to unlock, so no new gallery pictures or anything like that.

 

My Opinion:

On first glance this seems pretty thought-out and fair. Well, the completionist inside me wants to go through everything this mode has to offer, where MercurySteam made a good call by giving you a retry function. While there is a hefty time penalty for losing, where it adds both the time spent on the failed attempt and some extra seconds, the records themselves don't really concern me as much.

It's like the Boss Challenge in Ocarina of Time 3D, where I want to have beaten all the bosses, but it doesn't necessarily have to be a good time. And unlike the Boss Gauntlet in that game, there is no potential frustration from having to start all over. So, that's a good thing.

Escue crashing right into Samus

Still, my first attempt failed miserably at Escue. "Who?", you might ask, and this was my reaction as well when the name popped up on the screen. It's the electrical charged bug boss in Ferenia and I haven't fought this boss normally since my very first playthrough, because in all my subsequent runs I have been sequence breaking, which let me easily beat this boss via the Screw Attack. And now this comes home to roost, because I had no idea what I was doing with this boss. I beat him in the Practice Mode eventually, but I still couldn't figure out a reliable way of dodging all those little homing projectiles.

This fight will be a nightmare in Dread Rush, where I still have yet to beat Dread Mode. This is all way too perfectionistic for my taste, but thanks to all the checkpoints in both modes this shouldn't get terribly frustrating. Imagine if you had to start Dread Rush all over with each failed attempt. This would have been the most ridiculous thing since the Endless Cucco Rush in A Link Between Worlds. But luckily you can keep trying at every step...

The real star of all this are the practice battles. These let you re-battle any boss at any time just for the fun of it, just like the Boss Challenge in Ocarina of Time 3D. And that's very nice to have.

Well, if it wasn't for all the dreaded "Don't get hit!" nonsense, I would applaud MercurySteam and Nintendo for delivering a fantastic free update to the game. But I will give all of it a try later this month and then may share my experiences with the game one final time.

Thursday, February 10, 2022

Metroid Dread: Free Updates Announced

Metroid Dread FREE UPDATE

Metroid Dread got its first free update today with the 2.0.0 version, which first and foremost contains two new difficulty modes:

  • In Rookie Mode you get more missiles from the start (30 in total), you will replenish more energy with every health pick-up, while bosses do less damage, some of their projectiles are easier to destroy, and you also get a larger window for their finishing counters.

  • In Dread Mode you will die instantly when anything hits you. The Phantom Cloak and lava will still drain your health normally, though. This new mode only unlocks after beating Hard Mode.

There are also new statistics on the results screen for newly started games, but Nintendo hasn't clarified what those are yet. (I bet it now shows you the number of deaths so people can brag about doing a deathless run in Dread Mode.) 

Update: the new statistics contain the following (thanks to Decapre on GameFAQs for already beating Dread Mode):

  • Difficulty
  • Clear Time
  • Total Play Time
  • Item Collection
  • Energy
  • Missiles
  • Power Bombs
  • Times Defeated
  • Total Damage Received
  • Bosses Defeated
  • Times Saved

So, yeah, this does include the number of deaths, but also how often you've saved for some reason. Energy, Missiles, and Power Bombs are simply your total at the end to get a better view on the item collection if it's not 100%. Clear time and total play time get differentiated now, where the latter includes the time spent with your failed attempts, which gets subtracted for the clear time.

There are no new ending screens for the gallery or anything like this. Beating the game in Dread Mode will simply give you the endings of Hard Mode.


My Opinion:

Well, you don't look a gift horse into the mouth... Still, this is quite the curious gift horse. When it comes to Zelda games I've been an advocate of free updates as long as they were a possibility. A Cave of Ordeals for Ocarina of Time 3D? Gimme! A Boss Rush in A Link Between Worlds? Gimme! More content for the Chamber Dungeon in Link's Awakening? Gimme!

News like this would have gotten me really excited in those cases, but Nintendo has never done any major updates for these 2D games, much to my disappointment. Now, with Metroid Dread on the other hand this is a game that felt very much complete. There was nothing really left to desire here, where the new difficulty modes feel somewhat unnecessary and for me personally also unwanted, because after beating the game four times in different ways I really came to a closure here. And Dread Mode doesn't seem like much fun... more like a crazy hack.

The Rookie Mode is fine, since the Normal Mode can already be very challenging, so this will make the game more accessible to some players. But of course this isn't of any interest to those who've already completed the game on the original difficulties. Interestingly, playing in Rookie Mode and scanning the new amiibo is the only way of having a total of 300 missiles at the end of the game.

The Boss Rush mode, which will be added in a later free update in April, sounds more interesting on the other hand. The bosses in this game are all excellent, where it will be nice to have a way of replaying them at any time and one after another. So, this is actually a welcome addition. It will be interesting to see how this gets implemented. Will this be a separate mode or something accessible in the game world? Will there be any unique rewards or is this just for high scores? We will have to find out in two months...

Well, until then the Dread Mode will certainly be a good training to truly master all the bosses, where in most cases you should be good enough to beat them unharmed already if you have beaten Hard Mode before. But I absolutely dread fighting against Experiment No. Z-57 in this one... Dodging all of its attacks and hazards was far from easy, which will only lead to some frustrations.

In the same vein, the Boss Rush mode could also turn out to be very frustrating, because those bosses were all designed to break and challenge you, where playing them all in a row might be too much, unless there is some sort of recovery. So, while these updates are free, they don't really feel like something that will be super fun, unless you were waiting for something like the "Rookie Mode".

Sunday, January 16, 2022

Press Y to Attack

Link in Breath of the Wild attacking a Lynel with a Royal Broadsword

With early Nintendo games there was always this rule of thumb about the controls: press A to jump and B for whatever else there is, like attacks. Super Mario Bros. and Zelda II - The Adventure of Link are good examples of this. And despite having more than two main buttons to use with later video game systems, this common understanding really persisted through the generations, where even some games on the Nintendo Switch might follow this formula for the controls. You press the A button to jump still in many games today.

However, things got more complex over the decades and there is really a variety of such understandings that have been established. The Zelda series for example heavily popularized the usage of the A button for context-based actions, like interacting with the environment in different ways. That's even still true today.

But with Nintendo's games you can also observe a new trend, one that might have been started by Breath of the Wild. This is not to say that other games haven't done this earlier, they have, but at least for Nintendo this change seems like it becomes more and more common now in the Nintendo Switch era. It's about how you attack. Most Zelda games in the past utilized the B-button to swing your sword – you still do this in the remake of Link's Awakening for example. But Breath of the Wild in all its unconventional wisdom changed this to Y, while the B button is used to dash.

The Warriors games did this long before Breath of the Wild, where Hyrule Warriors offered two different control schemes: one where your regular attacks are performed with B, like in traditional Zelda games, or with Y. Age of Calamity dropped this option and simply stuck to the latter, where the B button is used for dodging and dashing.

Samus shooting her Wide Beam in Metroid Dread, at centre of Dairon

Another Nintendo series that has adapted this is Metroid, where both Metroid: Samus Returns and Metroid Dread let you fire with Y and jump with B. With the Pro Controller your thumb can comfortably rest on these two buttons, so you can do these actions simultaneously with ease thanks to this layout. And that's of utmost importance to the gameplay. Super Mario games also have offered an option to flip the controls for quite some time, so you can jump with B and dash / use your power-ups with Y, probably for the same reasons.

There seems to be a growing consensus that B and Y should be used for the most important actions, where B is usually your main movement action and Y your primary way of attacking. The X button then often gets used for a something that's still important, but not as central as the other two, like the Melee Counter in the modern Metroid titles or the strong attacks in Hyrule Warriors.

Min Min punching towards Little Mac in Super Smash Bros. Ultimate

This is just a small observation and nothing extraordinary, but I've personally grown so used to this that I've even changed my button layout in Super Smash Bros. Ultimate accordingly. So, I jump with B and do normal attacks with the Y button, which also makes short hop aerials quite easy to perform. And the X button is used for Special Attacks. This matches most of these games quite nicely, so I don't have to adapt to different controls as much.

Luckily, Super Smash Bros. Ultimate let's you do this and it's of utmost importance that games let you remap or the change the controls to whatever you're most comfortable with. But this is rarely the case. While the Nintendo Switch system lets you alter the button layout at any time and even save presets for that, it's still quite inconvenient, because this changes it for all games. Ideally, there would be presets for each game, but since the Nintendo Switch doesn't have this, games need to implement such a feature for themselves. But having this in the game also makes it easier to understand what you're doing by setting actions to buttons, instead of swapping buttons. So, you want such control options in any case.

Friday, December 31, 2021

2021 – Year of the Ancients

2021 summary image with the Expansion Pass artwork for Age of Calamity in the background and the most prominent items in the foreground

If you were to say that 2021 was a good year, then most people would probably burst out laughing. It was a good year for The Legend of Zelda, though, where there were many similarities to the year 2016, which is where the 30th Anniversary of the series took place. Back then we got the release of Twilight Princess HD, the release of Hyrule Warriors: Legends and all of its DLCs, as well as some small goodies for said anniversary, like new amiibo or the Arts & Artifacts book. It was also the year before Breath of the Wild came out, where Nintendo had a lot to show about the upcoming new Zelda game during E3.

Well, in 2021 things weren't as extensive, but still similar. In the early year we didn't really know what would await us, but the ice was quickly broken in February's Nintendo Direct, which is where the Expansion Pass for Hyrule Warriors: Age of Calamity was announced, as well as The Legend of Zelda: Skyward Sword HD for Nintendo Switch. The rest of the year was then laid out at E3 2021, which announced the new Game & Watch system for Zelda, but also gave us another trailer for the sequel to Breath of the Wild, which is supposed to come out next year.

Now, Age of Calamity already came out last year, but a game like this always lends itself as a platform for some DLC, where the Expansion Pass came in two waves – one in June and one at the very end of October, called Pulse of the Ancients and Guardian of Remembrance respectively. All combined the DLC added three new playable characters, new weapon types for Link and Zelda, eight new story scenarios, five new stages, ten new enemies, 36 new Challenges, and plenty of new Quests. It's not something that can keep you as busy as all the DLC for Hyrule Warriors: Legends in 2016, but it had more quality to it and expanded the game on all fronts.

Between all of this Nintendo has also released Skyward Sword HD, where Skyward Sword was the last 3D Zelda game from before the Nintendo Switch era to yet to be remade or remastered. The original Wii title was released ten years ago, during the 25th Anniversary, where it now basically was the next in line. Its upscaled graphics look beautiful in HD and the new button-only controls made the game a lot more accessible. All the control options still aren't fully ideal, however, and the remaster was completely devoid of any new content.

The game also came with some merchandise in the form of Special Edition Joy-Cons and an amiibo of Zelda and her Loftwing. The latter looks lovely, but sparked also some controversy with its ingame functionality, where the amiibo is used as a key for a new fast travel system, which lets you return to the sky and back to where you were at any time.

Speaking of merchandise, for the 35th Anniversary of The Legend of Zelda Nintendo has released a Game & Watch system for the classic NES title, which also includes its younger sibling, Zelda II - The Adventure of Link, as well as the original GameBoy version of Link's Awakening. In addition it comes with a playable clock and timer based on the NES games, and a the Game & Watch title Vernim, which now stars Link as the playable character.

It's a neat, little system, but this was it for the 35th Anniversary. For some reason Nintendo has decided to not do any major celebrations this time, no 35th Anniversary logo, campaign, books, or anything else. (Keep in mind that the release of Skyward Sword HD officially didn't have anything to do with the anniversary, much like Twilight Princess HD in 2016.) And to be fair, 35 years isn't as special as a quarter century or another decade. Still, Super Mario Bros. also got such a Game & Watch device and many more things in 2020 and early 2021, including a whole theme park in Japan, where as a Zelda fan you can't help but feel a bit left out.

But of course this is nothing what fans of the Metroid series had to endure for the last decade... And here it's good to see that 2021 finally gave the franchise a real treat.

Metroid Dread 2021

Enter Metroid Dread. After almost 20 years we finally got the long awaited sequel to Metroid Fusion and this game was certainly worth the wait. The E.M.M.I. can be a bit of turn-off initially and the controls take some getting used to, but overall MercurySteam has done an excellent job of crafting what's easily one of the best Metroid games in existence, which shines with its fast-paced, smooth gameplay, as well as lots of replayability.

The game also came with a Special Edition, which included a steelbook, an artbook, and some holographic art cards. And two amiibo, one for the new Fusion Suit Samus and one for the E.M.M.I., were also released this year.

As with Zelda, Nintendo didn't celebrate the 35th Anniversary of Metroid in any major form, but Metroid Dread in itself already did a good job with that. Both the art items in the Special Edition and the unlockable endings pay tribute to the main games of the series, while many of the story elements from the Metroid series also come together in Metroid Dread.

So, both for Zelda and Metroid this was overall a good year and we can be looking forward to more from these franchises.

Tuesday, December 21, 2021

Metroid Dread Mission Log, Entry 7

Beginning of the game with one extra Energy and Missile+ Tank

After beating Metroid Dread in under four hours in Normal Mode, I've had to do the same once more in Hard Mode to unlock all gallery pictures and thus truly complete the game. And my fourth trip to the planet ZDR was yet another success, where I should be done with the game... for now at least.

Playing in Hard Mode actually didn't make that much of a difference. The increased damage you take is noticeable, where I ended up on low health more often. And you take so much damage that you can't afford to be hit more than twice with most of the bosses, but since the bosses already forced you to master them in Normal Mode, there wasn't really the same increase in challenge as with the Hard and Fusion Modes in Metroid: Samus Returns, let alone the Hard Mode in Metroid: Other M. If you've already beaten the game in Normal Mode, then Hard Mode shouldn't be much of  a problem.

The only boss that gave me some trouble this time was Experiment No. Z-57, where this is the only boss where I still can't flawlessly dodge every attack.But at least I finally managed to beat this boss with a Shinespark for the first time, which was very satisfying to pull off.

the Morph Ball rolling through a shaft above magma in Dairon, atfer obtaining the Grapple Beam early

Overall my course through the game was very similar to last time. This means I got the Grapple Beam early after Kraid and I went for early Gravity Suit, Screw Attack and Cross Bombs after the Ice Missiles / Pulse Radar. I've learned my lessons, so I now knew that the best way from the Screw Attach back to Ghavoran were the red and orange portals to save some more time.

And because I had some more time at my disposal, I even decided to experiment a little bit more, where for the first time I got the Super Missiles early right after the first visit to Ferenia. This requires you to speedboost through the frozen area in the upper left section of Dairon without the Gravity Suit, where you can't make a mistake or you'll die there. Entering Ghavoran this way doesn't really give you many options, so it's actually a detour, but it makes the following two boss battles much easier and of course it saves a little bit of time in Ghavoran afterwards.

two Chozo Robots at Burenia with the Power Bombs ready

But by now I don't even know how the game actually plays like on its intended course. It's just too much fun to have all these items earlier, especially in Ferenia. With all these shortcuts there is even a mini boss battle against two Robot Chozo Soldiers at Burenia that you can skip. If you go there later, you can instantly kill them with a Power Bomb, which is really cool and yet another neat trick to dispose some of the bosses.

Yes, you can even skip Drogyga and other bosses entirely, but this requires you to use glitches, which is something that I personally avoid doing in video games, whether it's Zelda or Metroid. I like to try everything within the given borders of the game to see what's possible, but not break those borders via means that go beyond the actual game design.

Hard Mode clear time 3:31:54

Anyway, mission complete. The unlockable artworks from the main Metroid games are all great and a nice reward. There is even one more artwork for getting all endings, but it's the same bonus artwork as in the Chozo Archives, just with Zero Suit Samus instead of Samus in her Power Suit. I'm not complaining, though.

I also went for 100% items in Hard Mode, but only after finishing the game under four hours. Achieving both at the same time would require me to be about one hour faster, which would be an interesting challenge, but it's certainly doable. However, this isn't required for anything, so I'm not sure I will bother. For now I have fully completed the game and will put it aside to focus on other games.

But I must say that I enjoy replaying it a lot, so I might go for this challenge anyway in the future. With the repeat playthroughs my initial complaints became also less and less of note. The controls are now in my blood and once you've mastered the game the E.M.M.I. can hardly touch you, where they don't annoy me any longer. It's even fun to play cat and mouse with them to a point.

Metroid Dread is with all certainty my game of the year 2021 (not that there was much competition), where it even became my favorite Metroid title for now. And I'm really looking forward to more Metroid games of this caliber in the future.

Saturday, December 4, 2021

Metroid Dread Mission Log, Entry 6

Samus at the elevator on top of Ferenia

My third run through the game just came to a conclusion, where I've played one more time in Normal Mode. My goal was to clear the game under the magic four hour mark to unlock the artwork for Super Metroid and this goal has been accomplished, where I've managed to beat the game in three hours and 38 minutes. That's certainly not the best time, but not too shabby for my first attempt of going through the game faster. I wouldn't call it "speed running", obviously, so the focus was solely on keeping the pace up and taking some shortcuts.

This wasn't a 100% run, so I avoided unnecessary power-ups. Nicely enough, the game puts the majority of Energy Tanks and Energy Parts right in the main path, so you don't really have to worry about your health that much. It's a little bit lame, because you don't have to remember where to find any of them, but it's also very convenient. As for the rest, you don't really need all those Missiles or Power Bomb expansions anyway, because they usually get replenished during boss fights. But I also made use of the Metroid Dread amiibo for the first time, where it's nice to get 10 more Missiles and one more Energy Tank early on.

The other rule was to avoid unnecessary fights, so I would move through the environments expeditiously and only take care of enemies that get in the way. Always keep the pace up. That's much easier once you have the Screw Attack, where you can just jump through everything and of course I was getting this one earlier again, like in my second run.

I didn't use the same route as last time, however. Getting Bombs before Kraid is very cool for the different sequence, but it's also a huge detour, where it costs a lot more time than it would save during the boss fight. I still went for the early Grapple Beam after Kraid, though, which provides some very useful shortcuts.

The next big shortcut was going for the Gravity Suit early again, right after obtaining the Pulse Radar. This then leads to the Screw Attack, as already mentioned, but I didn't use any special tricks here, so I've beaten the Experiment boss and then took the blue Teleportal back to the Screw Attack.

Afterwards I was somewhat lost, though, because I didn't know what the fastest route back to Ghavoran would be. The best answer is probably taking the red Teleportal, which then leads to the orange Teleportal right back to where you need to be, but I completely forgot about the latter, because it's hidden in one of the many optional magma rooms. I was just going by what I had on my map and this made me actually go through Dairon and do that wall jumping speed boost to the Energy Part in the upper left, which then leads to an elevator back to Ghavoran. This scored me another Energy Tank, but it also cost a lot of time to go this way.

At least I've gotten a lot better with the Speed Booster. I even got the Missile Tank+ in the center of Dairon right after obtaining the ability from the yellow E.M.M.I. just by going fast naturally. So far I had always used the more complicated method by speed boosting from the tunnel above the item, where you have to get through some bomb blocks first, but it's amazing how effortlessly the Speed Booster can let you flow.

Anyway, to save some time after my detour I did take another shortcut in Ghavoran, where I got the Cross Bombs next. From there you can actually already go to Hanubia and then back down into Ferenia, completely skipping the shuttle between Ferenia and Ghavoran. Here you can now "quickly" collect the Storm Missiles, Space Jumps and Wave Beam without leaving the area before going to the finale.

Again, with the Gravity Suit equipped the purple E.M.M.I. can't even touch you, because you can traverse its water areas very swiftly. Purple beats purple, I suppose. And in general I don't mind the E.M.M.I. as much any longer as I did during my first playthrough, because these sections are usually over quite quickly.

Curiously, the golden Mawkin soldier gave me a lot more trouble than Raven Beak himself, who I can beat on "first try" now. It's a still a lengthy battle, where the second phase keeps going for way too long. And when the final sequence happened, I forgot that you have to do the quick time Melee Counter to finish the fight. It's annoying how some of the battles end in these weird "cutscenes", where you still have to press the X button at the right time or else the battle gets prolonged. My mind had already entered the cutscene mode and was getting ready for some rest, only for the game to say "no". Not a good design choice...

Normal Mode clear time 3:37:52

Well, overall I'm happy how things went and now I only have to replicate this in Hard Mode to unlock the remaining three gallery pictures. Considering that the bosses don't allow for many mistakes anyway, where you truly have to master them in Normal Mode already, I don't expect this to make a big difference, but let's see.

And it's not taken for granted that I go all the way to complete a Metroid game like that. I've never done this with Zero Mission for example, which has some tough requirements to complete all of its gallery. And while I've beaten Samus Returns on all three difficulty modes, I never went for the best times there. So, needless to say that I like playing Metroid Dread a lot. I'd even go as far and call it my new favorite Metroid game now, outranking Samus Returns.

Friday, November 5, 2021

Got the Metroid Dread amiibo

Fusion Suit Samus to the left and the EMMI to the right against a white background

Better late than never, I guess. The figurines are quite nice, but not perfect. The E.M.M.I. has this pretty amazing pedestal to it, where it looks like a broken off part from an E.M.M.I. Zone. The attention to detail is quite excellent with both of these with all the robotic parts.

The new Fusion Suit is awesome and probably my favorite design for Samus in the series, where it's nice to have a small figurine for this. However, I'm not a big fan of the crouched pose. I guess they wanted to do something different from the previous amiibo, but it makes this one look too small and you also get one of these plastic supports on her right foot.

With the E.M.M.I. you have all the robotic parts in great detail and the red eyeball is also reflective, so it really looks like it might be glowing with the right lighting. But I don't like that it doesn't have the shielding on the head, where this looks more like a prototype design. The white E.M.M.I. still appears in the game like that, of course, but only for a brief moment, right before you blast it to smithereenes. But to me this just doesn't look complete and I'm not sure why they didn't went with the full design, which looks a lot more "organic" with these petal shields.

Here is a comparison to the previous Metroid amiibo that were released four years ago together with Samus Returns for the Nintendo 3DS:

all four official Metroid amiibo right next to each other

They are smaller in scale, but naturally this comes with their postures. Together with the amiibo from the Super Smash Bros. series, there are now eight Metroid amiibo in total, which is pretty nice. Well, half of the are just Samus in different suits, but this comes with the territory and also isn't much different for Zelda, where almost half of the collection is made out of different Links and it's a miracle that we got Zelda herself for Skyward Sword HD. I won't be surprised if Metroid Prime 4 also gets two amiibo like that, one for Samus again and one for Sylux.

As for their functionality, I will take the additional Energy and Missile+ Tank for my upcoming Hard Mode run. Those will be useful for sure, but of course this isn't anything exciting or any incentive to actually own these figures. But that's okay. They certainly have listened to the negative feedback that came with Samus Returns, where the new amiibo for the game unlocked a Metroid radar and the Fusion Mode difficulty, while these things should have been available to everyone.

In general it's not easy how to deal with the amiibo. Of course Nintendo wants some ingame reward, so that fans have an additional incentive to buy these figurines and so that it's also fun to actually use them. But fans are buying them anyway, no matter what they do, and this shouldn't take away from players who either can't get their hands on these figures or don't want to.

So, this is a balancing act. I can only keep saying how Breath of the Wild did it best with Wolf Link and some ingame cosmetics based on past Zelda games, which were cool, but didn't really belong into the game world anyway. Metroid Dread is entirely on the "don't need that" side, but that's better than locking away a third difficulty mode with them.

Thursday, October 28, 2021

Metroid Dread: Demo Released

Metroid Dread Halloween artwork

When I said earlier this week that Nintendo did everything possible to promote Metroid Dread this wasn't entirely correct... until now. There is now a demo of the game available as an early Halloween treat (see Twitter), which lets everyone try the game for free.

The demo ends after defeating the white E.M.M.I. and leaving its zone. You can sequence break, however, and get to Corpius before that, but the demo will crash after obtaining the Phantom Cloak... Maybe it should have officially lasted this long to get one of the awesome bosses in there for everyone who isn't familiar with using fake wave projectiles.

But it's overall a good point to end the demo, because I still remember how awesome it felt to have your first E.M.M.I. defeated. It's very rewarding and makes you keep going... except that you can't in case of the demo. With that I'm not even mad that the demo wasn't released before the official release of the game. The hardcore Metroid fans will buy the game anyway and for the undecided there is usually no rush.

Tuesday, October 26, 2021

Metroid Dread x Tetris 99

Tetris 99 Metroid Dread screen with Samus on the left and an EMMI on the right. The placed Tetrinos look like Screw Attack blocks. 

This is going to be one busy weekend. Not only will the second DLC for Hyrule Warriors: Age of Calamity release this Friday, October 29th, it's also the start of a new Maximus Cup for Tetris 99, which will feature Metroid Dread this time, as announced by Nintendo of America on Twitter.

They've used the classic Samus Aran theme for the start, then it plays the lower Artaria theme, which is one of my favorites, and finally the E.M.M.I. chase theme for the finale. It's quite nice and luckily it doesn't take too long to unlock these themes, so give it a try if you have Nintendo Switch Online.

But Metroid Dread certainly got the full promotion package from Nintendo. It was one of the main titles at this year's E3, it got weekly coverage with the "Metroid Dread Reports", a Special Edition, two amiibo, a Super Smash Bros. Ultimate Spirit Event and now this. They certainly have done it all to give this game all the attention it deserves, but now this journey will probably come to an end...

Metroid Dread (Review)

For almost twenty years now Metroid Fusion has marked the end of the line for the Metroid series and fans had to wait a long time for its successor to arrive, to finally learn how the saga of Samus Aran will continue with its fifth major title, Metroid Dread.

According to the series producer, Yoshio Sakamoto, this is mainly because his visions of "dread" couldn't be realized with earlier hardware, like on the Nintendo DS. So, was this vision worth the wait? Is this the game the fans were hoping for? Let's find out...


Story

Metroid Dread finally unveiled the next chapter for the classic Metroid saga, where the Galactic Federation has received a mysterious message showing that the terrifying X Parasite from Metroid Fusion still exists on planet ZDR. They've sent a unit of seven "Extraplanetary Multiform Mobile Identifiers" (E.M.M.I.) to investigate, but the signal was lost. So, Samus gets sent instead, since she is the only one safe from the X Parasite thanks to her Metroid DNA, which used to be the natural enemy of the X before they got wiped out. But on ZDR the hunter becomes the hunted, as the nearly indestructible E.M.M.I. are now in pursuit of her to extract her unique DNA.

Samus facing a mighty Chozo warrior in the depths of ZDR

Now, both the X and the idea of Samus being hunted by an invincible foe were already explored in Metroid Fusion, so this technically isn't the most revolutionary storyline for the franchise. What's really new and exciting about Metroid Dread is the fact that the planet ZDR is also home to a hostile tribe of Chozo Warriors, where Samus gets overwhelmed by their leader right in the beginning of the game. There is a lot of potential here, but sadly this potential gets wasted somewhat, because the game wants too many things at once and the Chozo Warriors ultimately take a backseat, instead of being the focus.

As usual for the Metroid series, there is a lot of ambient storytelling where you can study the environments and connect the dots. Like in Metroid: Samus Returns, there is also gallery telling what has happened on planet ZDR before Samus arrived there, where you can unlock the different pieces by obtaining all items a single area.


Presentation

Overall Metroid Dread looks pretty, where the animations are smooth and the backgrounds are usually full of details. Sometimes you are even able to spot bosses, which you will fight later in the game. It's in many ways similar to Metroid: Samus Returns, which was made by the same studios, just now in HD and without the technical limitations of the Nintendo 3DS. Both the visuals and the sound have a high level of quality to them, everything is very much polished, but it's also somewhat... uninspired.

grey early game caves

This starts with the music, which features a lot of ambient tracks. If you like this type of music, it's actually pretty nice and there are certainly more melodies to it than in Metroid: Other M. The powerful rhythms of Cataris and Ferenia come to mind for example, so there are some good tunes in there, but it's nothing where you feel like you have never heard anything similar before.

It also takes some notes from other mainline Metroid games, mostly Metroid II - Return of Samus and Metroid Fusion, which both also have the biggest influence on the story of this game, so it makes sense thematically. The most notable inspiration here are probably the sonar sounds of the E.M.M.I., where those originally used to be these ambient chirping sounds in Metroid II, which makes those much more creepy in hindsight.

All of this creates a great and fitting atmosphere for this game, but it also fails to create its own identity somewhat. Metroid Dread doesn't really come with memorable melodies that stick with you for life. There are some good tunes in there, but it just doesn't compare to Super Metroid or the Metroid Prime Trilogy.

The environmental design can also be somewhat bland at times. Most of the world is made out of Chozo laboratories and stations, where there is a clear lack of variety here. The worst offender in this are easily the E.M.M.I. Zones, which are these Tourian-like areas that cover huge chunks of the map and all look completely identical... Still, there are some visual highlights in the game, like the storming waves at the shores of Burenia or the lush background jungles of Ghavoran.


UI & Controls

With a game like Metroid Dread it's really hard to put the controller down, because the game just flows so smoothly, which makes it very enjoyable to play. It's rather addicting, really, especially with Samus's new slide and Flash Shift abilities, which add even more momentum to the already fast-paced Metroid series. You can also now use the Melee Counter while moving, which makes it so much better.

Sadly, it's not all as simple as it could be, where the use of multiple shoulder buttons can make things rather convoluted. The worst offender here is probably the Grapple Beam, which now works similar to the Missiles, where you have to hold down ZR to toggle it. You still have to fire and hold it with the Y-button, however, all while jumping with B and aiming with L in addition. And this requires quite some heavy finger acrobatics.

It would have been much more comfortable if the game had an option to let you fire the Grapple Beam and Missiles directly with their respective shoulder buttons, ideally separate for both. But the game is lacking any real options, which is a shame and really shouldn't be the Nintendo standard any longer.

The most important part of the user interface is the map, where it's probably the most detailed map in a Metroid game so far and shows you everything on block basis. You can also set markers, but for items, which you can't get yet, this is usually not needed, because the map shows you exactly what you might be missing, e.g. Speed Booster blocks, given that you have uncovered them.

It also keeps track of your movement on the map on the same block basis, which is a double-edged sword. On the one hand this gives you very detailed information of your path through the game world, which can be very useful for tracking any missing secrets. On the other hand it makes the map look rather "ugly" with its darker, unvisited blocks, where filling the entire map is a lot more fiddly than it used to with the chunks in Metroid: Samus Returns. It's a nightmare for true completionists.

 

Items & Abilities

For the most part Metroid Dread brings back the usual suspects for Samus's arsenal, but it also tries some new things here and there. The most important novelty, which you also have right from the start, is the sliding, which lets you move through narrow gaps without the Morph Ball ability. And once you have the Morph Ball, you can slide right into it, which feels very natural. It's similar to the ledge grab, which got introduced in Metroid Fusion and was an excellent mechanic as well. It really adds to the overall flow and movement of the game, which makes a fantastic addition.

New is also the "Spider Magnet", which lets you grab magnetic walls and climb on them. Well, in reality it's pretty much a limitation of the Spider Ball mechanic, which doesn't return here, to certain surfaces, except that you can't use these in ball form. And it's overall not much of a game changer, where it's really just an extension of the ledge grab from Metroid Fusion.

Another addition for the early game is the "Spin Boost", which lets you jump a second time in the air and essentially works as an intermediate power-up before the usual Space Jumps. It can also be seen as a replacement for the High Jump Boots, which doesn't make a return in Metroid Dread for some reason.

What does return, though, is the Speed Booster in all its glory and some more, where now you can also retain the boost after wall jumps and slides. This gives you crazy possibilities for traversing the map in addition to the Shinespark. While there are some really tricky Shinespark puzzles in the game required for certain items, it never gets as bad as the many chained Shinesparks in Metroid Fusion and Metroid: Zero Mission. And often there are some really creative solutions to these problems, which may or may not be easier to perform.

Semi-new are the "Storm Missiles", which work like the Seeker Missiles from the 3D games, but also let you fire everything on a single target. And this is quite powerful and one of the best moves in the game against bosses. The Bombs get a similar upgrade this time with the "Cross Bombs", which will detonate Bomberman-style and can even propel you in the respective direction, no complicated bomb jumps needed.

That's really it for Samus's normal gear and all the other novelties are tied to Aeion, which returns from Samus Returns, but brings a completely new set of abilities and also works differently this time around. Instead of having to refill the Aeion energy by collecting orbs dropped from enemies, it will refill automatically now as part of a cooldown, which makes it feel a lot more natural.

The cooldown only is relevant for the new "Phantom Cloak", however, which makes you invisible and inaudible to enemies while using it. But your movement will be restricted and any actions will drain the Aeion very quickly. Once you deactivate it, you will also have to move around in order for the Aeion energy to refill, which is a massive nerf to this ability and makes it rather difficult to utilize properly in some situations, because sometimes you're just stuck in a position where you can't move.

The "Pulse Radar" replaces the Scan Pulse from Samus Returns and simply reveals any special blocks around you. It doesn't leave any marks on your map this time, so you can use it without any concerns whenever you feel like you're missing something in the environment. It's also a lot more comfortable than the X-Ray Scope in Super Metroid.

Samus performing a flash shift in a jungle area

Last but not least, is the "Flash Shift", where you can quickly dash around. This certainly took some inspiration from the Mothwing Cloak in Hollow Knight, but that's only fair and it can also be used on the ground. You can chain it up to three times and Aeion replenishes almost instantly after using it, so you always have it at the ready. And this an insanely useful tool, both for moving swiftly through the environments and for dodging enemy attacks.

Other than the new Aeion abilities, Metroid Dread doesn't really go beyond what Samus was already capable of in past Metroid games. Some of it might even feel weaker than it used to... The Super Missiles and Ice Missiles for example are again upgrades to the normal Missiles, much like in Metroid Fusion. But by the time you get these upgrades all the enemies in the world also become much stronger, where you don't really notice the difference of the Super Missiles. The same with the reduced damage of the Varia and Gravity Suits. It's there, but it effectively gets negated by the tougher foes. The only item that is truly as liberating as it always used to be is the Screw Attack... And overall it would have been interesting to see some new suits and new beams instead of just the usual suspects.


Game World & Progress

This time the development team tried a somewhat unusual approach, where you start at the lowest point of the map and have to work your way up back to your ship, which you can't really access during the game. They also tried to mix things up with the item progression, where you get certain abilities much later than you usually would in a Metroid game, which is quite refreshing.

The planet of ZDR is a maze of multiple interconnected areas, much like the Planet Zebes in Super Metroid or Tallon IV in Metroid Prime, where you will be going back and forth between the different areas quite a lot. They are all connected via elevators, but also shuttles for a horizontal connection. In addition you have pairs of colored "Teleportals", which you can also use to travel between two areas, but ultimately these are just glorified elevators as well, since they are also only connecting two points with each other (at least until near the end of the game). Often they are used to provide shortcuts for where you need to go next.

shuttle station

Now, Metroid Dread was designed with sequence breaking in mind, where the fans have already discovered all sorts of crazy possibilities to do things out of order. But this doesn't really change the fact that the game is heavily sequenced and likes to funnel you to your next destination, often by closing or even destroying the paths behind you. It's never as extreme as in Metroid Fusion or Metroid: Other M, where passed doors got shut one too many times, but it's still noticeable and sometimes limits your options of backtracking needlessly.

The game also has no optional upgrades (sequence breaking aside), which is quite unusual. The only power-up that you don't really need to progress is the Pulse Radar, but you have to get it anyway on the main path. And all the other items and abilities are needed to open the path forward somehow. There are even a variety of special covers for doors, which require all the different beams, or even special sensor-lock doors and shutters, which require the use of the Phantom Cloak and Flash Shift abilities respectively. So, a lot of the game is very much gated based on your current equipment.

It's also all designed in such a way that the way forward is very much obvious, because the places where you need to utilize your newest upgrade are often not far away. For those who want to truly think about exploration this will feel somewhat uninteresting. But for everyone else it certainly helps that there are no confusing moments in the game, where you simply don't know where to progress.

Still, all of this makes it feel so much more special to actually find ways out of this given path, which also adds to the replay value. Sequence breaking is a big part of the game and adds many exciting possibilities. And the developers even made sure to reward you properly for certain sequence breaks, like easier boss fights.


Enemies & Bosses

If you have played Metroid: Samus Returns, then you will know what to expect from Metroid Dread in this department. Overall there is an overuse of the Melee Counter ability, which is performed by pressing X whenever the enemy flashes. It can now also be used while moving and in the air, which helps a lot with the pacing, but doesn't eradicate the original problem.

The world is flooded with small flying foes charging into you, or machines wanting to be countered when activating their special attacks. And it's a reliable way of dealing with most of the enemies, as long as you're quick to react. It's very powerful, while the penalty for missing these counters is also quite high, where ultimately the normal "run and gun" combat of Metroid takes a step back as a result, at least early on. It's best to wait for the counter with many of the enemies, instead of actually shooting them.

Samus performing a Melee Counter while moving

The importance of the Melee Counter also returns with the boss fights, but here it's even more extreme, because for some of the bosses it became a necessity to beat them. In Samus Returns landing a successful Melee Counter was a guaranteed way of dealing a lot of damage, but you could beat all the bosses without it. In Metroid Dread, however, you have to land the counter with certain bosses in order to move to the next phase or even beat them, which effectively turns this into a glorified quick time event. And that's bad design.

But otherwise the boss design is absolutely excellent, where you get some of the best boss battles in the entire Metroid series. They will all overwhelm you at first for what feels like some cheap Game Overs, but the game keeps telling you that every attack can be avoided, which is true, where you will learn and master these bosses like a dance and in the end they won't be able land a scratch on you. Like Samus Returns and Other M, the game also creates checkpoints right before each boss, so you can try again right away without much frustration. And finally besting them like that feels fantastic, where you want to do it again right away.

Some of the mini-boss battles get repeated throughout the game, but it's not as often as the various Metroid evolutions in Samus Returns. The variety of the normal enemies is also better than in the Nintendo 3DS title, but don't expect too much, because ultimately many of the enemies feels somewhat similar, especially thanks to the counter mechanic.


The E.M.M.I.

Now, there is one set of enemies in Metroid Dread that can't be defeated right away and those are the E.M.M.I. – near indestructible robots that will hunt Samus through their respective areas and can kill her in a single attack. It's a core aspect to Sakamoto's vision for this Metroid game, which now finally was realized on the Nintendo Switch... Past 2D Metroid titles already have played with the idea of Samus being chased by undefeatable enemies, mainly Metroid Fusion and Metroid: Zero Mission on the GameBoy Advance. But the E.M.M.I. really take this to the next level.

They will hear Samus when she even takes a single step and then rush to investigate the sound. When she then gets into their sight, they will chase her relentlessly and also close off all the exits to the E.M.M.I. Zones, where you have to shake them off somehow, which is easier said than done. If they catch you, you can also counter their attack and stun them for a short while, but this is tough to pull off. There is a lot of "trial and error" involved here, where the only remedy is that your tours through the E.M.M.I. Zones are usually rather short and the game creates checkpoints right before each entrance, so the frustration in this stays within limits.

Samus chased by an EMMI

But the game also cheats, because it always puts the E.M.M.I. into your proximity when you enter an E.M.M.I. Zone, even though these are usually very large and the E.M.M.I. should theoretically patrol all of it. This removes any level of suspense that this idea might have had on the paper, because the threat is always present, where the E.M.M.I. are not scary – they are just annoying. Since the Phantom Cloak is heavily limited, your best bet is often just to run for it and hope that the E.M.M.I. doesn't spot you, while it chases you the sounds that you make... So, it's often not stealth gameplay, it's flight.

Here the quick and smooth movement can shine more than ever, where the E.M.M.I. Zones are all designed as these huge obstacle courses that you need to navigate swiftly in order to make it to the other side. And this can be quite thrilling. Also, finally getting to the Central Unit, which temporarily equips you with the Omega Stream and Blaster to defeat the E.M.M.I., is extremely satisfying. Not only give the E.M.M.I. Samus some of her traditional abilities back, the possibility to freely traverse the E.M.M.I. Zones alone is already very rewarding on its own right.

This doesn't change the fact that this puts a rather big dent in what could be an otherwise excellent Metroid experience. The idea of the E.M.M.I. is not all bad and offers an interesting change of pace and gameplay at multiple points throughout the game, but it's not for everyone and can feel like a roadblock at times, where passing through the E.M.M.I. Zones is very often necessary to progress with no real alternatives.


Replayability

With its smooth and quick gameplay and the potential for sequence breaking, Metroid Dread really invites you to play the game again and again. It was also designed with speedrunning in mind, where traditionally it rewards you for beating the game fast. There is a gallery with different artworks that can be all unlocked by beating the game under four hours in both difficulty modes.

Hard Mode is unlocked after beating the game once, but it only really increases the damage that you take. But to beat this mode you must really prove that you have mastered all the boss fights.


Conclusion

Metroid Dread isn't perfect. Like Samus Returns before it, it comes with a variety of flaws, like partially convoluted controls, the overusage of the Melee Counter, the sometimes bland environments, and in this case the whole idea of the E.M.M.I. chase sequences, which are simply just not much fun. But despite all of this it's still Metroid at its finest, where it all smooth, fast and masterful, which can be incredibly addicting.

If Sakamoto can finally let go of his obsession with turning the huntress into the hunted and MercurySteam can overcome some of its problems (working environment and game design issues alike), then Metroid will have a very bright future ahead of it. See you next mission!