Metroid, in its own way, has always been a series about transformation. Early on, this was only in the most abstract sense, as Samus accumulated power-ups and the morph ball. The second entry begins to make its themes of transformation more literal with the metamorphosis of the metroids. From Super Metroid, to Fusion, to now Dread, Samus’s suit is a protean machine that constantly changes shape, color, and function. The Prime sub-series, too, deals with transformation constantly. Even if you stripped these thematic trappings away, you would still be left with a game that is fundamentally about transformation. It’s a series in which Samus (and thus, the player) constantly change, their abilities constantly expanding and shifting in scope.

So perhaps it’s fitting that Metroid went through its own dramatic transformation over the years.

Metroid Dread was pretty universally considered vaporware until recently. All that was really publicly known about it was that it existed at one point. Now, we know a bit more: it was originally planned for the DS, but the team felt they couldn’t create the game with the technology at the time. And so, Metroid Dread lay in its tomb for nearly two decades, like a dormant torizo, until Mercury Steam, the team behind Samus Returns, came into the picture. That this game even came out is shocking. But here it is, somehow.

Here is my question: where is all the dread in Metroid Dread?

It can be easy to forget, now that we live during a golden age of Metroidvanias, that the Metroid series was pretty radical at the time of its inception. It was a strange hybrid of platformer and exploration that wasn’t really seen before. Super Metroid might seem trite or quaint now that it is recognized as a blueprint for the genre, but it was (and in many ways still is) deeply ambitious. Decades later, select elements of those games’ design were absorbed into the cultural landscape, improved upon, experimented with, and modified. Metroid Dread reflects these changes by adapting to them, but the result is something that feels fundamentally different from its origins.

That isn’t a criticism. If Metroid has taught us anything, it’s that sometimes change can be good. Dread is a slick, visually stunning package, informed by well over a decade of iteration and innovation, designed with precision and intention, never letting you lose forward momentum for a second. Dread is a sublime action game that represents a peak in the 2D series’ combat. It all feels dynamic and sharp in a way fighting as Samus has never felt like before. In the early days, though, Metroid wasn’t really ever a game about combat.

Metroid Dread is an action game. Early games were games with action in them. Maybe that seems like an awfully fine distinction, but it represents a long lasting shift in a design ethos. This isn’t new, either; the series has consistently drifted closer towards action. Prime also showed this change, as the third entry, Corruption, was a far more linear action title than the first venture into 3D. Zero Mission perhaps exemplifies this the most clearly, as a remake of the original NES title that was far more action heavy and far more directed. The NES game was awkward and janky. Even in the ever-venerated Super Metroid, Samus can feel unwieldy and floaty. This would typically be seen as bad, but it also lends itself to a feeling of spaciness, weirdness, and unwelcomeness that fit the games well.

With the release of Dread, we’ve seen more and more newcomers come to the series, and this is perhaps the perfect entry point for many players. (Speedruns of this game are going to be beautiful.) The game is loaded with affordances and quality-of-life improvements. The whole game is designed to be an almost frictionless exploration experience. While past entries’ attempts to become more approachable had previously been fraught, Dread feels elegant and beautiful in its execution. Zero Mission and particularly Fusion were controversial because their sense of direction felt like hand-holding. Exploration was explicitly guided, and it was overbearing. (Personally, I think this could have been fixed by just providing the option to ask for hints, rather than forcing them onto the player.) Dread has no need for wordy signage, as it’s designed to guide the player silently and subtly through its world, rarely needing to instruct. Following along the critical path is a blissful glide through ZDR. There’s always a ragged edge, another door to open, another room to explore. It’s deeply satisfying and engrossing. Many of Dread’s optional upgrades are also puzzle-like, requiring strategic movement and platforming. This is a far cry from the old days when secrets were often hidden in random blocks with what seemed to be no real care.

Early on, Metroid wasn’t really about a frictionless experience, though. It was often just about getting lost. The original Metroid is filled with friction, with labyrinthine and repetitive corridors and dead ends. Metroid 2, on the other hand, pivoted hard into linearity, while Super established a more concrete formula. In it’s finest moments, Metroid was often about exploring without direction, beating on with uncertainty as the intrepid bounty hunter Samus. They were scary, weird, often incoherent games. For many, this makes the games altogether unapproachable, but it also conjured an enchanting mysteriousness that still affects me to this day.

Of note is also the series' gradual emphasis on plot. This climaxed in the near-universally maligned Other M, but Metroid had been showing more of its story for years, with dialogue and lore. (Yes, I read the manga, too, don’t @ me.) Dread has a veritable plot, with plot twists and worldbuilding and an antagonist with motives. It’s apparently the end of the so-called Metroid arc, and how it goes about wrapping that up is interesting indeed. Meanwhile, Super Metroid was a masterpiece of wordless narrative, telling a story about very little, but filling it with contemplation and moodiness. (Prime did this well too, while also featuring robust lore in its scan logs.) It didn’t really have characters, and the writing essentially boiled down to an opening monologue. The rest was told by the shape of space and its inhabitants. They were tone pieces, at least for a moment, ever brief. The series has shied away from silent storytelling, despite always being capable of it when it wants to be, and supplements with big dialogue boxes.

The truth is there is very little dreadful in Metroid Dread. After all, it’s designed to be an empowering and engaging experience, not an off putting one. There is plenty to be seen that is horrific or intense, but there is not much dread, no oppressive weight hovering over your shoulders as you stride into the dark. Even the E.M.M.I, the poster child of Dread, which upon encountering can be heart-pumping and tense, do not feel dreadful. They can instant-kill you and are unkillable (at first), but this design choice means that the generous checkpoint system implemented here was more or less necessary. As a result, the E.M.M.I become more like puzzles, and less like looming threats they seem to be. All of the game’s challenges can be overcome. The game is designed for you to overcome it. Metroid Dread is actually quite welcoming, inviting players both new and old into ZDR to romp through its caverns.

This is, by all accounts, to be recognized as good design. All these affordances, from improved game feel to improved world design, are what is considered in most circles to be good design. And I agree. Metroid Dread is impeccably well made. It is the current apex in years of iteration. Cruising through an alien landscape as Samus Aran has never felt so good. But it’s important to recognize that all these improvements end up changing the character of the series significantly. It’s still Metroid, don’t get me wrong. Dread is bursting at the seams with series staples. But it has also taken on a very different tone. It has fundamentally different design goals. The series is allowed to change. It doesn’t need to be ambitious and weird anymore, and in many ways, it can't be. It’s allowed to just be a great game. And Metroid Dread is not only a great game, but also one of the best in the series. After years and years of waiting, Metroid Dread finally emerged from its cocoon, and while it is fundamentally different, it really is stunning.

But I can’t lie. A part of me longs for the mystery and unease of the past, a past that perhaps barely existed at all. When Metroid was an eerie tone piece haunted by uncertainty and melancholy. When it was a world filled with dread.

Reviewed on Oct 14, 2021


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