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

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.

Saturday, October 23, 2021

Metroid Dread Mission Log, Entry 5

Samus pointing at a reactor in the final area

Today I have finished my second 100% run of Metroid Dread, where I don't think that this will be my last. I might even try to go for all the different gallery pictures, which require you to beat the game on both Normal and Hard difficulty in under four hours...

And that I'm willing to go for this is a good sign. Replayability is an important aspect of Metroid games, where the ones that did it best for me so far were actually Super Metroid and – you might not believe it – Metroid: Other M. For very different reasons, however. With Super Metroid it's the general possibility for sequence breaking and with Other M it's simply the fact that I was tremendously enjoying how the game played, despite all its flaws with story and progression. Also, its boss battles were quite addicting, especially in Hard Mode. (Samus Returns was also quite close to these qualities, but I didn't play through it as often.)

Metroid Dread manages to capture both of this. It plays and feels so smooth, the movement is very swift and slick (aside from the Grapple Beam, which is still a pain to use), and the game just flows. It flows very well and this alone makes it a joy to replay, especially once you've mastered many of the fights and mechanics.

The bosses are also pretty well done, for the most part, where it's fun to apply what you have learned once more. If it weren't for the Melee Counter quick time events, which are sometimes necessary to beat the bosses, they would be pretty much perfect. But it was a good feeling to be able to beat some of these bosses on my first try now.

And while Metroid Dread is overall quite linear, there are some intended sequence breaks in this game, which can be very rewarding, in one case even with a special scene. On my second run I was doing two of them, where I wanted to talk about them a little bit...

 

Early Grapple Beam & Bombs

After obtaining the Varia Suit in Artaria the game conveniently funnels you back to Kraid's lair via the Red Teleportals, but if you actually take a detour to Dairon you can gain some good extras before the big boss battle.

You want to go to where the Purple Teleportal is found and get into the low level here via the destroyable blocks on the floor. From here you can now proceed to the right into some heated areas. This is the tricky part in all of this, where you want to cross the long lava room. And in order to do so you have to pull off some perfect jumps out of slides through small gaps. If you screw up, you will fall into the lava and most likely die, so this can be somewhat frustrating...

But once you've mastered this, you can take the elevator down back to Artaria, right to where the Grapple Beam is found. Normally, you wouldn't get here until much later, when you've already obtained the Speed Booster.

With the Grapple Beam in your possession you can now move forward in Dairon through the E.M.M.I. Zone to the second dark area, where we can get access through a Grapple Beam block, which normally would be blocking the way here. Alternatively, you can also do a tricky slide jump inside the E.M.M.I. Zone to get a wall jump done, which allows you to access said dark area from the right side. This way you can even skip the Grapple Beam in this, but having it early is quite useful in any case and it's not that big of a detour.

Anyway, once you're in the dark area, you can just activate the generator normally and then get the Bombs. Once you're back to Kraid, you can now use the hidden Ball Launcher during his second phase to finish him off quickly. It will shoot you right into the infected stomach hole, where you can lay some Bombs to end the fight. Take a look:


Early Gravity Suit & Screw Attack

This is arguably easier to pull off, but even more rewarding than the early Bombs. After obtaining the Pulse Radar in Ghavoran, the game basically funnels you to Ferenia, but there is a way of escaping this. You want to be speed boosting towards the Energy Recharge Station, store a Shinespark, then drop down and use it to cross the water, which will get you to the Green Teleportal.

Back in Burenia you just bomb the floor to the right of the portal. Here you now have to do that multi-Shinespark-parcours that nets you a Missile Tank+ at the end, which you will have to do anyway for a 100% run. And from there you can make your way right to the Gravity Suit. Simple.

You will now still have to go the frozen Artaria and face Experiment No. Z-57 without the aid of Storm Missiles and Space Jumps, but it's doable with Shinesparks. You might even be able to beat it quickly with that Shinespark trick, where you hit its head with it after the stormy wind attack. I tried, but failed, because I wasn't fast enough, but I still managed to complete the fight anyway.

So, there is a downside here, but the reward is that this completely trivializes Ferenia from now on. You can go get the Screw Attack afterwards (you can even take the shortcut via the blue Teleportal) and this will deal with all the electrical enemies right away. And the Wave Beam E.M.M.I. will have a hard time chasing you, because you can just run through the water without any effort.

You can also get the Storm Missiles, Space Jumps, Cross Bombs and the Wave Beam all one after another, so you don't have to go back to any of the lower areas from now on, unless you want those 100% items. You're ready for the finale right away.

Samus flying away from the exploding ZDR


So, overall this was pretty fun. The E.M.M.I. can still be a pain and are probably the main reason why I don't consider this to be my favorite Metroid game. But it's bearable, because the E.M.M.I. sections are usually rather short. And with additional help like the early Gravity Suit, you can make things much easier for yourself here.

In Metroid: Zero Mission you have a similar part with Chozodia, where Samus has lost her Power Suit and is left in her Zero Suit. But this part is gigantic and takes quite a while to get through, where this is the thing that I dread the most about the game, so it kills any motivation to play it more often...

Metroid Dread doesn't really have the same issue. The E.M.M.I. are still a problem and overall the game would probably be more fun without them, don't get me wrong, but with the very nimble and smooth movement, as well as the short length of these flight sections (it's hardly ever "stealth") it's a challenge I'm willing to take in order to enjoy the rest of the game.

Normal Mode clear time 7:25:36. See you next mission!

Next time I will be going through Hard Mode.

Tuesday, October 12, 2021

Metroid Dread Mission Log, Entry 4

Samus fighting a red Chozo Warrior with the orange EMMI destroyed in the background

E.M.M.I. Defeated: 7

Mission complete! 100%. My first run of Metroid Dread is over and I had a blast at the end. Final game spoilers incoming, so don't keep reading, unless you've already beaten the game yourself or you simply don't care.

Now, I've went into the final part of the game expecting the worst, only to be greeted with the very best it has to offer. While my fear that the last E.M.M.I. has the Power Bomb ability came true, you're essentially getting it for free, because Samus's true powers finally awaken and make quick work of the machine. So, out of the seven E.M.M.I., you only really have to deal with five of them, since both the first and the last are essentially freebies.

I suppose that the developers didn't know how to handle the threat of such an E.M.M.I. either, though it could have really forced you to use the Phantom Cloak more, if you truly want to survive, which is something they were already trying to achieve with the Wave Beam E.M.M.I., but that didn't really work for me there.

Instead of the E.M.M.I. you're fighting a new color of the X-infected Chozo Warrior, where at the end of the Hanubia area you're also against the golden version, the one that was shown in the second trailer... Now, many people completely avoided Nintendo's coverage of the game after E3 and those people will have gotten lot more out of their first time experience.

Sadly, I'm not one of those people, because I'm too curious by nature, where I've read all the "Metroid Dread Reports" and so on. I was hoping that Nintendo would show us about half of the game in advance at max, but of course I was a fool to believe that. In fact, with the exception of some of the bosses, they've shown us pretty much everything in advance. They even went over all the major areas of the game...

This also completely shifted my expectations, where I kind of saw Ferenia as the middle point of the game and that there will be a variety of additional areas past this point. And since Adam kept teasing how Samus doesn't stand a chance against Raven Beak, I also expected that you would get past the usual set of upgrades, like Gravity Suit, Screw Attack, Wave and Plasma Beam, Power Bombs and so on. But the only real new ability was the Cross Bomb.

And many of the things that you get back don't feel as powerful anymore. Take the Wave Beam for example, which is one of the last upgrades you obtain in the game. Therefore I would fully expect it to shoot through the armor of this guy, the Golzuna:

Samus facing a giant armored crab

But it doesn't. You still have to get behind it and shoot it from there. It also doesn't penetrate the shield of the Chozo Warriors. It can shoot through walls, but that's really it, where it feels less like an upgrade than it used to in certain other Metroid titles. Same with the Plasma Beam, which you get much earlier this time.

The missiles and their upgrades are also not very satisfying, especially when compared to Metroid Fusion, where the Ice Missiles were quite good. Only the Storm Missiles can be really useful, like against the Chozo Robot Warriors, when set to a single target. Otherwise, I've only been using the missiles when I had to against certain bosses, because they didn't seem to have the right impact. This was different in Samus Returns, but that's mainly because it had a lot of bosses where your normal beam shots didn't do anything, like all the Metroids.

At least the Screw Attack is as satisfying to use as ever and made backtracking (as well as filling out the map) a total breeze. Who needs weapons, when you can just jump through enemies, right?

Samus in a underground cave completely filled with magma, it's all red against the black walls

Now, after getting the Power Bombs it was finally time to explore the depths of ZDR once more. This is where you want to be backtracking through all the areas and pick up any leftovers. I've did so a couple of times already, but usually you're still missing something. And some of the Shinespark puzzles had me convinced at first that I'm still missing a power-up somewhere, something like the "secret" Ball Spark in Samus Returns, where you combine the Power Bombs with the Spider Ball. But there is no such thing and instead you're simply dealing with some really tricky puzzles...


Shinespark Shenanigans

Well, yes, the Speed Booster... It can be an amazing power-up to do all sorts of crazy things within a Metroid game. It's the best tool for speedrunning and sequence breaking. But it can also be a nightmare for completionists if those Speed Booster Blocks turn up in the weirdest places. Now, I absolutely hated those puzzles in Metroid: Zero Mission, to a point where I would never play the game without save states. And therefore I very much dreaded the return of all this in Metroid Dread.

But... it's actually not that bad. In fact, whenever I was struggling with getting one of the puzzles done, it was often because I was overcomplicating it and trying to achieve something that was impossible or near impossible to execute. Sometimes the "obvious" solution isn't the best and you have to find other ways, where this really turns into Shinespark puzzles. With some of them I was also simply missing crucial information... Well, let's just get over the most interesting ones.

Samus next to a shutter door with an crawlspace above her

So, this one in the upper areas of Artaria is probably one of the most difficult Shinespark puzzles in the game and therefore probably a bad example to start with. You have to run from the room to the right, shoot the monsters when you enter the room, store a charge, get into the Morphball tunnel and drop a Cross Bomb, then quickly use Flash Shifts to get through the shutter and the end of the room, where you can activate the Shinespark to destroy the blocks above you. It's a tight and execution-heavy sequence, where a single mistake will screw you up. Especially the respawning monsters at the beginning are very annoying.

a Missile Plus tank surrounded by walls and three Speed Booster Blocks, there is a crawl space below it, covered by bomb blocks and some ramps above it

The above puzzle at the center of Dairon is another tricky one and I'm not sure what's the best solution here. I came running from above, stored a charge and then laid some bombs on the Bomb Blocks. Now, you have to jump up again, release the Shinespark against the slopes, so that you are speed boosting again and store another charge. Then slide through the crawl space and space jump up.

Now, getting out of Space / Spin Jumps into the Shinespark is the real tricky part here. I had no idea how to do it properly, so I just fired some beams and then quickly pressed B without moving. But it turned out that you can simply press L (for aiming) to get out of the Spin Jumps. (Update: simply pressing Y + B at the same time also works.)

You want to remember this, because this method also comes in handy for the Shinespark puzzle in the frozen upper area of Darion, where I came in running from the Map Station, stored a charge at the end of the way and then quickly used Space Jumps to get up again. But there is actually another way to do it, which leads us to the following:

Samus in a crawlspace enclosed by beam blocks and with some pitfall blocks inside... there is a vertical tunnel in the middle with some Speed Booster Blocks at the top

The Shinespark puzzle at the very top of Ferenia is probably the one that had the most people confused and frustrated, including myself. My original "solution" was to run in from the room to the right, store a charge, jump up, shoot the beam blocks, use a Cross Bomb to get over the pitfall blocks and then destroy the Bomb Blocks (where Samus is standing in the above picture). However, the Shinespark simply doesn't last as long. Maybe if you're doing it just perfectly it may work, but there is a much, much easier and faster solution anyway.

I had to look this up, because I had no idea that you can do this. But the crucial piece of information was that you keep a Speed Boost even after sliding and Wall Jumps. I suppose you can figure this out quickly by yourself by playing around with the Speed Booster, but I haven't really used it that much, unless it was necessary. But this allows for some really cool tricks.

Now, the solution is very simple. You start boosting at the outside shuttle area to the left. You then spin jump up at the end of the path, jump against the wall above the door and then slide immediately into the crawlspace, which boosts you into the little room to the left (which otherwise would have been pointless). There you finally store your charge, then simply roll back, drop bombs and use your Shinespark. Easy.

This actually made me appreciate the feature so much more, because this gives you so many possibilities, also for some of the other puzzles, like the one above at Dairon, where you can actually start boosting from the E.M.M.I. Zone below. No Shinespark needed at all. I can't wait to see what speed runners will do with this. And after some of the Shinespark puzzles in Zero Mission felt like torture, I think that Metroid Dread really struck a good balance between making challenging puzzles and not making them too heavy on the execution. I like it. It's so that you don't lose motivation to keep trying, just like with the bosses in the game. Which brings us to...


The Great Finale

When Adam first told me that Raven Beak was waiting in a fortress in the sky, my first thought was that Samus would need her ship to travel there. But the path to your ship was still blocked by a massive gate, where it became immediately clear that there would be an escape sequence and that you could use something like the Omega Blaster during this sequence, because the door with the red, round light on it looked like that... So, I was already mentally prepared for this while going up.

Samus coming out of a pod

Overall this setup feels very similar to the Sky Temple in Metroid Prime 2: Echoes and is equally relaxed at first. You can go up there, refill everything and save your game right before going into the final boss battle. You can also go back and collect any missing Energy, Missile or Power Bomb Tanks if you want to.

I personally love this, because it's a really good way of finishing a Metroid and making yourself at home there. I remember how Metroid Fusion completely shut you out from backtracking before the final boss, which was bad. And I'm also not a fan of having some kind of hazardous obstacle course as the final area, like Tourian (despite my name) or the Impact Crater. I like it simple, where the focus should be on the final boss.

And that was one great final boss. If you see people asking for Raven Beak to make it into the next Super Smash Bros., you know why. It's really well executed and fully shows the strengths of MercurySteam. At first this boss will completely overwhelm you, but if you keep trying, you will learn all the patterns and all the tricks, up to a point where you can take him on without getting a single scratch.

For me the turning point was when I learned that you could destroy his giant orb attacks with your Power Bombs (or Missiles), which even gives you ammunition and health back. It's actually rare for the Power Bombs to be this useful in a final battle, where that's another similarity to Metroid Prime 2. But finding this out made things click and from there it was just all about familiarizing yourself with all his attacks. The game really means it when it says that every attack can be avoided.

It's like learning a dance. If you get hurt, then that's because you've screwed up somehow. And this is a very satisfying and addicting way of designing boss fights. It's also one of the reasons why I've enjoyed playing through Metroid: Other M in Hard Mode twice, because it just feels really good to master the bosses there.

And I think this will be very similar here, where I might like it even more than Metroid: Samus Returns on that regard, because there some of the boss attacks were just incredibly difficult to dodge and I kept abusing the Lightning Armor way too much. There is no Lightning Armor in Metroid Dread and it's also not needed... You have the Flash Shift instead, which is a much better use of the Aeion feature.

Speaking of Aeion abilities, I love how Raven Beak uses some of them himself, which makes a lot of sense, because those are Chozo techniques. He effectively has a Hazard Shield in the first phase, he uses the Flash Shift, and one of his attacks in the second phase is basically the Beam Burst.

That Samus effectively turns into a Metroid in the end, where her suit looks completely organic and like the armored skin of the later Metroid evolutions, was a really nice twist and also quite poetic. She finally became the thing that she has been hunting down for so long.

And it also made the escape with that crazy beam weapon a lot of fun. It's similar to Super Metroid in many ways, but I found the escape sequence there to be too stressful, where in Metroid Dread it really is more about having fun with the blaster in crazy ways, without getting too comfortable with it. It's a cool sequence and a very crazy ending for this game, where I'm hyped to see where the Metroid series will be going after this. 

With this evolution in mind, it somewhat makes sense why the story insisted on throwing back the X into all of this, because Samus kept growing stronger from absorbing them, which ultimately turned her into a Metroid herself. Though, this could also be explained from her absorbing all those Central Units / E.M.M.I.s and it's still a shame that the Chozo Warriors had to take a backseat for this, but at least the final battle was purely focused on fighting their strongest without any X involved. Well, mostly...

Oh, and the credit music kind of reminded me of Twilight Princess for some reason. It didn't really fit the rest of the game, to be honest.


Post Game / Replaying

Like in Samus Returns, you get some Chozo Archive memories for every area with 100% item completion. These memories are all tied to the respective area and are equally sinister to the hidden memory in Samus Returns, which foreboded the evil of Raven Beak. He's not one to make prisoners.

The secret entry to the archive is just a nice artwork of all of Samus's adventures and you can also unlock artworks for the six different main Metroid games, which actually includes Other M in this case, unlike with everything inside the Special Edition for Metroid Dread. Or anything from Nintendo's coverage for the game. You get these based on your clear time in the two different difficulty modes (4 and 12 hours are the marks), where my first performance only scored me the one for Zero Mission:

Clear time 16:04:32. See you next mission!

Well, since this was my first playthrough I wasn't in a hurry and I did a lot of unnecessary backtracking. Plus, I've actually filled most of the map, because it looks so good and I'm crazy. Still, I wish the map completion would work the same as in Samus Returns with the larger chunks.

But I'm actually eager to replay this game. First I want to get better at it in Normal Mode and then later go for some good runs in Hard Mode. My first impressions weren't the best, as you may know from reading this series, where I didn't think that I would want to replay this game anytime soon, mainly because of the E.M.M.I. sections. But I think this is also something where you can learn lots of tricks to make those more bearable or interesting.

With the Temple of the Ocean King in Phantom Hourglass it was similar for me. When I first played the game I hated the thing, like most people probably did, but once I've learned all the shortcuts and neat tricks that you can do there, it actually became a fun challenge. Maybe it could be the same for the E.M.M.I. or maybe they are just too unpredictable for this, let's see...

But there is also some other things I want to try for myself, like some of the sequence breaks. For example I've learned that you can actually get the Bombs before Kraid by bypassing a puzzle that normally requires the Diffusion Beam. And the developers have actually anticipated this, where there is a neat reward here. If you have the Bombs during the second phase of the Kraid battle, there is a Morph Ball Launcher that can actually shoot you inside Kraid's stomach to finish him off quickly. Very awesome. Since I've never liked this part where you have to jump on Kraid's stomach projectiles, I will certainly make use of this in every run from now on.

Well, when I replay Metroid Dread I might post about it. Otherwise, see you next mission!

Monday, October 11, 2021

Metroid Dread Mission Log, Entry 3

Samus behind a wall with a huge Chozo warrior statue in front of it

E.M.M.I. Defeated: 6

The end is getting near. At least it feels like this. I wasn't able to finish the game this weekend, but that's okay, because I'm on vacation right now. Story spoilers incoming, so please don't keep reading unless you either don't care or you've defeated at least six of the E.M.M.I., which is all except for one.

Now, after acquiring the Ice Missiles it didn't take long to get to the next E.M.M.I. encounter and even get you stuck with it. One of the next accessible power-ups is the Scan Pulse at Ghavoran, which is really great. It gives you the exact information that you want, without leaving any "marks of shame" on your map, like the Pulse Radar in Samus Returns did. But you'll quickly learn that you can't go back right now from where you got this item, so you have to proceed forward.

Overall, I like the usage of Aeion a lot more than in the Nintendo 3DS title, especially since it's a simple cooldown mechanic, instead of another resource that needs to be replenished. Whenever you needed Aeion somewhere to progress in Samus Returns, like with the Lightning Armor or the Phase Drift, the game also needed to provide these big Aeion orbs for refills. This isn't necessary here and feels a lot more smartly designed. Except maybe the Phantom Cloak...

Your next nightmare is the Wave Beam E.M.M.I. that can you detect through walls and shoot a stun projectile at you. Adam gives the "advice" that you should have nothing to fear with your Phantom Cloak, as if it were this easy...

Well, for me it didn't seem like the Phantom Cloak was doing me any favors. This particular E.M.M.I. is extremely "in your face". You go through an E.M.M.I. Zone Door and it's right there, waiting for you. You can use the Phantom Cloak right when entering the area, but if you stand still, the E.M.M.I. will bump into you eventually. And if you move, you're quick to use up all your Aeion, where then the Phantom Cloak uses up your health energy instead.

So, what to do? Well, the solution at this point was to just "run, run, run" and hope for the best. If the cloak isn't doing me any favors, I'm not using this and my best chance was to run for my life. To make things worse, large parts of the Ferenia E.M.M.I. Zone are flooded and I still didn't have the Gravity Suit yet...

But after successfully running from this E.M.M.I. like three or four times, the game gives you the Space Jump ability, which is like "gg" for the E.M.M.I. – good luck chasing me when I'm flying all over the place. You also get the Gravity Suit not longer after, so you have the full underwater mobility as well. This is also where the game finally opens up and the real fun starts. In fact, yesterday I spent most of my play time with simply backtracking and becoming stronger.

And become stronger you must. At this point it was made perfectly clear that your ultimate goal is to defeat Raven Beak, which was to expected from the start, but Adam keeps pointing out that Samus wasn't a match for that guy when she was at full power, meaning that she must become even stronger. This is an exciting prospect, where it would be interesting to go further beyond Samus's abilities in previous Metroid titles.

A way to do so seem to be the X, where their boss fights sometimes leave the Core-X containing new abilities, much like in Metroid Fusion. Overall the X also provided a good shift in difficulty. It turns the normal enemies everywhere into even stronger variants that can also respawn as different creatures. It's a very smart way of increasing the difficulty in all the environments that makes sense within the story. The Metroid Prime Trilogy games or Other M simply just swapped the enemies for stronger ones later on, but this is much cooler.

But at the same time it also feels somewhat weird to have the X back like this. The X always seemed like this typical one game gimmick, like what you normally have in Zelda games. Imagine that Breath of the Wild would suddenly bring back the Twilight Realms and turn you into a wolf in the middle of the story. It could work, but it certainly would feel like a rehash.

It does make sense within the story of Metroid Dread, though, so this isn't a major complaint, but it also feels a little bit unnecessary, because the threat of the Chozo Warriors in itself was already interesting enough. Instead you're now fighting Chozo Warriors infected with X, which somewhat takes away from the original idea of Samus going against some evil Chozo.

Now, the abilities that you get from the X don't seem to be that revolutionary, however. There are the "Storm Missiles", which is similar to the Seeker Missiles that Samus had before, but only in 3D games. The main difference is that you can lock only to one target and then fire all missiles onto that, which is very powerful. Then there are the "Cross Bombs", which can be used as a nice way to cross pitfall blocks and do some easy bomb jumps, but it's probably nothing that will make Raven Beak to tremble with fear.

You're also collecting mysterious artifacts everywhere, which kind of reminds me of Metroid: Zero Mission, where those turned out to be abilities that didn't appear first in Metroid, like the Gravity Suit. This gave me hope that this might be something similar, but then I realized that those must be capacity upgrades for the Power Bombs, which I don't have yet. So, nothing special.

Samus standing on frozen ice in the game's early areas

The X aren't the only thing that has changed during backtracking, where there was one interesting part that had most of Artaria frozen solid. Now, that was really cool (pun intended) and even turned small ponds into obstacles that can't be overcome. Of course this was mostly to funnel you to the next major boss fight, but I liked that sequence a lot, especially with visuals.

At first I thought that this was something the X were doing directly. Like, they are somehow capable of lowering the temperatures, which they do to protect themselves from Metroids (meaning from you). But it was really just that they've blocked the thermal energy flow from Cartaris. Considering that Artaria has some giant magma caverns surrounding it as well, even some with Bottle Ship-esque tunnels running through them, it doesn't make much sense that the whole place would suddenly freeze up like this, but whatever...

Then it was boss time with "Experiment No. Z-57". They teased this fight a while ago, because in the early game you could see how they were operating on this creature in Dairon:

a huge beast in the background with four arms, where mechanical arms are performing operation on it

And now it was gone... At first I thought this was the Corpius boss from Artaria and that they are trying to bring it back somehow. They do look somewhat similar, though.

Anyway, the boss fight itself could be best described as the new Diggernaut of Metroid Dread. It felt very similar, because you have this huge monster in the background that keeps sticking its head in and attacks you with its arms and beam attacks. And you have to truly master this fight to make it. There is not much room for error here.

I've said this before, but I feel like the normal difficulty is much harder than Samus Returns used to be, but I could be wrong, because it's been a while. And it makes sense canonically, because Samus is supposed to be weaker in her Fusion Suit.

Still, it's not much fun to receive like 200 damage on every hit from a boss, while you have to hit the same boss like 200 times. But I've already seen what you can do to the boss to quickly finish it by using Storm Missiles on the arm and the Speed Booster at the end of the heavy wind sequence to ram its head. It's impressive and if there's one thing that MercurySteam gets right, then it's making really good boss fights with a high learning curve.

Samus standing in front of a thermal reactor after defeating Experiment Z-57

This whole part of the game was still very tough, but really enjoyable, where this is the quality that made Samus Returns my favorite Metroid game. If it weren't for the E.M.M.I. and the needlessly convoluted Grapple Beam, I would probably be hyped about Metroid Dread right now, but I'm not.

At least the Grapple Beam became obsolete as a traversal tool thanks to the Space Jump. There was still one sequence where you had to use the Grapple Beam to get through an E.M.M.I. Zone, where I actually used the Phantom Cloak to do this with less pressure, but once you've obtained the Space Jump you can just rush through the zones straight to the Central Unit and the E.M.M.I. will shout "wait for me".

They are turning the E.M.M.I. destruction sequences more and more into a puzzle, however, where you need to find enough space and time to melt away their armor, but this is more or less scripted and the E.M.M.I. don't use their ability any longer for some reason, so it's usually not as bad.

One last E.M.M.I. remains and right now I expect it to hold the Power Bombs, which would be a nasty ability to have for these things. It also seems like the last major power-up in the game that I'm still missing, which would be lame, but let's see. An alternative is that Raven Beak will use the last E.M.M.I. to protect himself somehow or maybe it's both. But don't mind me, I'm just speculating. I will probably find out later today...

Sunday, October 10, 2021

Metroid Dread Mission Log, Entry 2

Samus at the red Teleportal in Artaris

E.M.M.I. Defeated: 5

Last time I left off at when you get the Morph Ball and I was lamenting how the game made it hard to actually backtrack. And just when I said this, I ran into the red Teleportal, which brings you back to Artaris. But my joy didn't last long, because I decided to check out the new area above the portal, which turns out to be a slight mistake if you actually want to backtrack.

You come into another stressful sequence of running, this time from rising heat, and already get rewarded with the Varia Suit. But this also blocks off the passage right below the Teleportal, so you can't just easily backtrack through Artaris again. I decided to do so anyway, where you have to backtrack all the way over from Cataris, but I was curious what I could find inside the E.M.M.I. Zones, now that they are "peaceful".

Well, at least more peaceful than before, because they now get roamed by a variety of enemies. This feels a little bit similar to the final areas of Metroid II - Return of Samus (but not Samus Returns), which were devoid of enemies, because all life there was probably wiped out by the Metroids. Now, in Metroid Dread only some drones reside inside the E.M.M.I. Zones as long as the E.M.M.I. are there, but life comes back right when they get defeated. Almost as if the living beings on ZDR are scared of them or simply get killed by them.

The Teleportals themselves don't strike me as very useful, however, unlike the teleporters in Samus Returns. Since they only connect two points with each other, they are effectively just a different form of elevator. In one case there are even two same colored Teleportals right next to an elevator tube connecting the same areas...

Anyway, with the Varia Suit equipped you can make your way to what's probably the most classic boss in the game: Kraid. Since Nintendo has already showed the encounter in their trailers, only the second phase was a little bit surprising here, but it's essentially a complete throwback to the Super Metroid fight at that point.

It's not an easy battle, but what I loved about Samus Returns is how you have to master all of the bosses, slowly but surely. On my first try I could hardly make it to the second phase and later on I could go through the first phase unharmed. It's this rewarding feeling of getting better at combat that MercurySteam really gets right in their Metroid games.

This also gave the higher difficulty options a lot of replay value, because you truly had to show there that you've mastered these fights. It feels to me like the normal difficulty is already very tough, however. And the overuse of the Melee Counter as essentially a quick time event during battles is still quite prominent. "Push that X button at the right moment or you will die!"

It also feels like an unnecessary step back that Save Stations don't heal you. I actually got stuck in a situation where I saved at low health and I had to be extremely lucky not to die in the surrounding areas...

Now, the next E.M.M.I.was the yellow one with the speed upgrade. Weirdly enough, it felt also quite quick to get to its Central Unit and defeat it, even though it had the largest area to cover of all the E.M.M.I. so far. And this is how you get the Speed Booster, which is one item that I really didn't need back...

It was fun to use in Super Metroid, actually it was really cool in Other M as well, but both Metroid Fusion and Metroid: Zero Mission really turned those Shinespark puzzles into an abomination, where this seemingly makes a return in Metroid Dread. Well, to be fair, one impossible Shinespark stunt I've created myself at the following point in Burenia:

Samus pointing at a passage above her, you can see a ventilator to the right

There were Speed Booster blocks right where I'm pointing at and I first thought that you some had to come from where I'm currently standing, so you can get to the Energy Part in the air stream to the right. But after a dozen of failed attempts, I ended up getting the item by speed boosting from the shuttle area and then hitting it with a Ball Spark from the right.

Of course the much easier and intended solution is to speed boost against the air stream. It's so obvious that this hurt a little... You even learn this quite early, but I was insistent on backtracking before that point, because I had trouble fighting the first Robot Chozo Soldier at Ferenia. I only had three Energy Tanks when I first encountered this mini-boss and it can hit like a truck, so I decided to go back to some of the previous areas to find more Energy Tanks. And this Energy Part was going to be my fourth, so I really wanted it...

Samus below a Missile Tank+, which is protected by Speedbooster blocks next to pitfall blocks

It also didn't take long to find some real Shinespark puzzles, like the one above. Maybe I was overcomplicating things yet again, but to get the Missile Tank+ I had to store a Shinespark right before the right wall, then wall jump up, slide above the beam blocks, lay some bombs, quickly press ZL before falling down, jump and then do a Shinespark to the right... (Update: there is a much easier method, where you simply roll to the upper left corner and do a diagonal Shinespark as a Morph Ball, which also goes through the Beam Blocks.)

That's some crazy finger acrobatics right there and Metroid Dread doesn't like to make things easy for you. For example you have to press the L-stick in order to activate the Speed Booster and you have to perform all sorts of actions just perfectly to get this right. I do like how the ZL button gets used for the instant Morphball in many situations, however, which is something that I really wanted to have in Metroid: Samus Returns.

The use of extra buttons can be convenient and all of this really makes me want an HD remaster of Samus Returns on the Switch, so it could profit from this, because otherwise that game handled things much more conveniently. There was no Speed Booster for example and Ball Sparks were easy to do with the Spider Ball and Power Bomb combination. And the Grapple Beam was so much better...

Oh, the Grapple Beam.. If there's one small thing I could change about Metroid Dread, then it's how you use the Grapple Beam. It's like MercurySteam was challenging itself to make the controls needlessly convoluted.

You have to hold the L button to aim, then hold the ZR button to activate the Grapple Beam mode and then press Y to fire the Grapple Beam. Then you have to hold the Y button in order to swing, then press A to jump, release Y, but keep holding ZR, and finally press and hold Y again in order to get to the next grapple surface... Oh, and don't forget to aim properly during that or you will miss.

It's utterly amazing how bad, convoluted and unintuitive this is. Why not just directly use the Grapple Beam with the ZR button? That's even actually how you use the Grapple Beam in Super Smash Bros. (or the R button, depending on the controls, but it's ZR in my case). Why does everything have to go over the Y button? It would also be better if you could just fire missiles with R in the same fashion.

In the least there should be control options for this kind of stuff. Let me set up the controls in the way I would prefer it. I don't get how MercurySteam can get something so simple and normal so wrong... It really baffles and annoys me, where I don't think I will play the game as often as Samus Returns, unless Nintendo provides a good update for this (which won't happen).

Samus next to an inactive E.M.M.I. with the ice modification

Maybe I will find out soon, maybe this is just a different stylistic choice. In any case my latest achievement was taking down the Ice Missile E.M.M.I. – two more to go. Its freezing sight was very annoying and getting past this E.M.M.I. felt more like luck than anything else, where I'm not sure how this game will hold up for speed runners. I'm not invested in speedruns myself, but it's an interesting topic and Samus Returns already had similar issues with the random hiding spots of the Gamma Metroids. Here it feels like you can't really anticipate where the E.M.M.I. will show up...

I've previously compared them to the Phantoms in Phantom Hourglass, but this doesn't hold up, because there you could take you time and study the movements of the Phantoms on the map. In Metroid Dread you might be able to spot the E.M.M.I. on your mini map, but it's often hard to predict where it will be going and whether it's safe to move or not.

Once you get the Omega Blaster, however, the E.M.M.I. turn completely dumb for some reason and approach you slowly without using their abilities. If it just kept freezing you, then you wouldn't stand any chance. But I'm not complaining in that case.

Friday, October 8, 2021

Metroid Dread Mission Log, Entry 1

Metroid Dread title screen

E.M.M.I. Defeated: 3

For the first time ever I will blog while playing through a new Metroid game. Usually this is something exclusive to Zelda titles, but since Metroid is the second best Action Adventure series by Nintendo and I call myself "TourianTourist for a reason, we can do an exception. At first I thought that a review might do, like it did for Samus Returns, but I'm already feeling the need to write certain things down, so here we go.

As an orientation, I will start these log posts with the number of E.M.M.I. units that I have already defeated, so you can avoid spoilers. I think this should work very well as the main goal posts, but it's possible that this might get shifted somehow. If you want to be perfectly safe, then just wait until you've beaten the game yourself before you read my thoughts.

Well, to be honest, my first impression – after having played the game for about three hours – is rather mixed. Originally, I was planning to replay Metroid: Samus Returns one more time before going into Metroid Dread, but then Animal Crossing: New Horizons found its way into my collection and stole basically all of my free time in September. Needless to say that this wasn't the best preparation.

And because of this I struggled with the controls quite a bit at first, where I wish that you could modify them ingame somehow (changing controls via the Nintendo Switch options is a total hassle). But they are the same as in Samus Returns and they work fine, it's just that using the R button for Missiles feels less comfortable than ZR. And after playing the Trine games in the past weeks, I was also used to jumping with ZL... But I adjusted to the controls quite quickly.

So, my worst fear about this game was that I will literally dread those E.M.M.I. sections as something that's completely unfun. I already didn't like the similar parts in Metroid Fusion and Metroid: Zero Mission, where I certainly don't share Sakamoto's obsession with turning the hunter into the hunted, and I was worried about a Metroid game that got essentially built all around this.

And I was worried for good reasons, because I like it as much as I thought I would. I sigh at every E.M.M.I. Zone door that I encounter, the whole "run or hide" sections are basically just a lot of trial and error, where they also create this untypical roadblock. It completely kills the pacing of the game. I sometimes just want to get from A to B, maybe even to the nearest save station, but you have to go through an E.M.M.I. Zone to get there and then may face several Game Over screens on that journey. Or sometimes I'm just stuck with waiting, because the E.M.M.I. wants to patrol the small area I just wanted to cross quickly... Nope, I'm not a fan.

Luckily, the game is very generous and forgiving with its checkpoints, much like Samus Returns and Other M before it. If this were like in the Metroid Prime Trilogy, where you're thrown back to the latest save point, this would be a complete nightmare and extremely frustrating.

But as annoying these parts are, it feels equally liberating to finally kill those things with the "Omega Blaster" (which seemingly got renamed to not be confused with the Omega Cannon from Metroid Prime Hunters). In order to do this, you need to make your way to the Central Unit first and defeat it. Those are effectively small Mother Brains, together with the classic Rinka as some sort of Mini Tourian, which is a nice nod to previous titles and makes a lot of sense for this setting of an unexplored Chozo planet.

Samus fighting an armored AI unit

Overall the atmosphere and the background details of ZDR are very well done. A lot of it feels similar to SR388 from Samus Returns, but again this makes sense story-wise, where the remake of Metroid II was by all means the perfect preparation for Mercury Steam to make the fifth installment.

Anyway, since you can ultimately destroy the E.M.M.I., the whole thing somewhat reminds me of the Phantoms in Phantom Hourglass, where this was a similar concept and it felt equally great to use the Phantom Sword to cleanse the Temple of the Ocean King at the end. Here you do this step by step and once an E.M.M.I. is down, you get free access of the entire E.M.M.I. Zone, which already feels massively rewarding on its own.

However, this feeling doesn't last too long. Once I've cleared the first zone, I really just wanted to explore more of Artaria, the first major area on the map, but the game somewhat funneled me already to the next area, Cataris, and before I knew it I made an even bigger detour into Dairon, the third area. Sometimes I just wanted to go back, but it seemed either really inconvenient or even impossible to do so most of the time. Of course this is where the teleporters will come in, to make backtracking easier, but I still felt like I was missing something most of the time and simply rushed through the stressful E.M.M.I. Zones, because that's how the flow went.

mechanical cable cars at the entrance to Dairon

Now, when defeated, each E.M.M.I. also grants you a new ability. One of those is the Morph Ball, which you get from the green E.M.M.I. that can make itself smaller to cross narrow tunnels. So, this is reminiscent of the X creatures in Metroid Fusion or the Ing in Metroid Prime 2: Echoes, just that these are entirely mechanic beings this time around. But this is actually the latest you ever receive the Morph Ball in a Metroid game, where you already have to explore three areas to get there. In fact, this was the last upgrade I got before writing all this. And this makes you really appreciate the power-up when you finally get it, because there were a lot of tunnels I wasn't able to take yet.

That's certainly something, where Metroid Dread tries to differentiate itself from previous titles in the series in various ways, not just the E.M.M.I. stuff. For example, your early goal is simply to get back to your ship and survive all the way up, where the initial promise of the X is quickly forgotten and even seen as a potential fake by your ship A.I., Adam...

One more thing that kind of annoys me is the map. It uses the same system as in Samus Returns, where visited areas are shown in a brighter color. Now, in Samus Returns this was done in chunks, where it was easy enough to fill the entire map as "visited". But in Metroid Dread it uses actual blocks and in order to fill the map you would have to touch every block of air with Samus within a room... On the hand it's neat that it basically shows you how you've traversed through the areas. On the other hand this is an OCD nightmare for everyone who wants to complete the map.

Well, let's get back to it...