468 Reviews liked by middleman6251


It's perfect. There's nothing wrong with it.

muy piola, el mapa te va llevando a donde necesitas ir casi siempre y samus es el doom guy pero normal

This review contains spoilers

My first few hours with Dread had the slightest twinge of disappointment to them. Mechanically, this is almost certainly the best 2D Metroid game. Samus is a joy to control, with a perfect blend of agility and weight, and movement options like the dash and grapple that build and stack on each other wonderfully. Combined with all the little animation details and comfortable controls, the simple act of moving has never been better. The combat is also probably the series best, since even if the counter mechanic reduces many individual enemies into simple parry fodder, and the bosses all feel just a little too slow for how spry and agile you now are, there’s lots of fun and fairly difficult boss fights that balance the badass interactive cinematic moments with actual 2D fast paced combat well (this is also arguably the only 2D Metroid with a good final boss. And it’s a great final boss.) The aesthetics, particularly in music, have a few missteps, but the amount of background details in the fauna of the world and their reaction to you was consistently dazzling to look at, and some of its sparser foreground lit tunnels and caves look almost painterly.

But I don’t like the Metroid games because they’ve had great combat, or even exploration. I like them because their ability to convey an empty, alien, and hostile mood is unparalleled, and the ability to (in the few of them that have ventured to do it) tell more traditional and involved stories that tie in perfectly to their mechanical and structural decisions. Dread grasps the former right away. The initial jolt of panic the first couple EMMIs induce is perfection, and the knowledge of their impending presence because of specially marked barriers is a perfect cause of momentary panic. Hell, even when the EMMIs fail to really keep up with your own advancement and very quickly become rather trivial, it feels like the game showing off its understanding of Metroid’s repeated story as ultimately one of gaining control over your surroundings from within, of using the hostile world’s own weapons and history against it. Even the little details of environmental storytelling, like empty and mechanical EMMI zones being reclaimed by the natural life or the forest zones slowly thinning out, hit beautifully. Where it seemingly falters, though, is in the overt narrative.

The set up is sound. Instead of a deep venture into the world to then escape it, as usual, the intent is escape from the outset. The idea of helplessness is underscored to a near comical degree from the very beginning, including from a suspiciously out of character speech from ADAM. But as Dread dumps more and more lore drops about past warring tribes and pulls the Chozo from the dead yet again, it’s a bit hard not to feel like the writing here has lost the theme in favor of pure plot. The idea of ending conflicts long past and Samus saying goodbye to her entire history once and for all is an admirable one, but one begins to get the sense that there was a little more lore dumping happening to let any of it sit. The Fusion-esque structure of getting instruction from ADAM begins to feel purposelessly rehashed, a needless attempt at harkening back to the much more narratively cohesive game’s story of breaking free from control.

And as it turns out, that’s exactly what it is. Moments before the game’s final boss, Samus pops the false shadow of ADAM like a balloon, to reveal the game’s overarching villain behind it. The hollow recreation of Fusion clicks into place. In Dread, the classic Samus self-actualization formula of the series is in and of itself the villain’s scheme, a controlled illusion of power and freedom to extract Samus at her most powerful and seemingly free in an underestimation of her will and ability. Moments before its ending, Dread’s story comes alive as not just a story of gaining the strength to grasp one’s own autonomy, but also one of the many obfuscating layers and levels in which the resistance to self-realization manifests.

TL;DR
Fusion is The Matrix. Dread is Matrix Reloaded.

I've never really been that into 2D Metroid. Honestly, the first Metroid Prime game is really the only one I could say I had any strong affinity for. I played Super Metroid, understood why it's important and revolutionary, and also had a perfectly OK time with it. Fusion felt basically the same way, "Yeah this is fine but not my thing." I didn't like the movement, I didn't like how items were hidden in what felt like arbitrary ways, I didn't really care about the bosses, I kind of just assumed I wouldn't get anything out of the other entries in the series. That being said, it was hard not to get excited for Dread.

I mean, it's the first non-remake, non-spinoff Metroid since Other M, the first real progress in the Metroid saga, a whole new location, a new story, new enemies, on the Switch, look at that fucking suit! I felt that hype, and to be honest I wanted to be proven wrong about Metroid. I like metroidvanias, a lot, and if this is a whole-ass new entry from the series that created the genre, well I'd be a fool to not at least try.

God damn, this is some good-ass Metroid. Like, you don't need to be a fan to recognize how well this does the Metroid formula. Feels buttery smooth to play, each new movement option is incredibly fun and engaging, and the pace that all the power-ups come in at is basically perfect. When people described how Metroid games make you go from powerless to completely powerful and in control, I understood what they meant but never felt that in any previous entry, but I felt it immensely here. You get one power-up, feel like you can take on everything now, but there's always something else stopping you, not in a way that feels disappointing, but incredibly encouraging. Like, "damn if this game is fun to play with only this many power-ups, I can't imagine how it's gonna feel when I have everything!" The pace in general, how you move between different areas and are exposed to new obstacles all the time, the way the game gets you to frequently revisit old areas without feeling like a retread (it helps how quickly you can make it from one end of the map to the other), like I said, smooth as hell.

This game also really does right by Samus's character and story arc, speaking as someone who has a sort general understanding of the Metroid story up to this point. The way she reacts to bosses in cutscenes, she really sells this feeling of being in complete control of the situation, never losing confidence, but not afraid to make things personal either. There's a reason so much of the talk around this game has been "holy shit Samus is so cool". The story was incredibly solid the whole time, especially everything in the second half of the game that basically had me hooting and hollering at the screen.

I feel like I "get" Metroid in a way I didn't with previous games, to the extent that I feel like I could go back to older Metroid games and appreciate them more. A lot of the things people talk about Metroid excelling at, I felt here. I mean, it's the first time I've 100%'d a 2D Metroid, I might even go for the under 4 hours run. Shout out to Mercury Steam for going from Lords of Shadow to THIS.

The moment I heard the Metroid theme start up and saw Samus arm cannon at the ready I was just like "OH LORD SHE COMEN".

And after finishing the game, oh my god she sure did.

horrible horrible awful game boring unrewarding shitty ugly armor get out of my sight

The most fun game I’ve ever played. I cannot stop.

The best one, there isn't much to say other than that.

It's the peak of the series and is a must for eveyone that loves visual novels and mystery. Play it.

Persona 4 if it gave you aids

Unironically a great game, excited to play the second someday

MercurySteam crushes it.

Metroid: Samus Returns was a demonstration of their abilities in a relatively virtual setting; as a remake, it was low-risk and in a period starved of Metroid, there was no chance it wouldnt sell pretty well. MercurySteam was tasked with reflecting on the past of Metroid and making it converge on a modern system, to great effect. That game was pretty darn good, but when Nintendo was satisfied and allowed them to make this game, Dread, they appear to have let the floodgates open.

Dread, then, is not just a limited response to the history of a single series; Metroid Dread is a response and reflection of the entire metroidvania genre, with its numerous masterpieces. It is an acknowledgement that the genre has grown and evolved into its own thing since the last major Metroid title and there are different expectations.

On the other hand, it also diverges a good deal from what you expect from the genre. Instead of a slower player avatar, Samus here is fast, adept, agile and smooth from the first frame of gameplay. This is the best-controlling avatar in any genre title, and perhaps even in video games generally.

Top tier bosses, great abilities, cool environments (though sadly largely lacking in the grand vistas that have become common in metroidvanias) and stellar movement.

This is an insanely huge win for MercurySteam, Nintendo, and anyone who likes this type of thing.

Masterpiece