Metroid was a historic series that had been inexplicably abandoned. The last new 2D Metroid game was Metroid Fusion back in 2002. Nearly 20 years later we get Metroid Dread, a game that was firsts announced in 2005. 3rd party developer MercurySteam was handed the reigns to the series after delivering the successful remake, Metroid: Samus Returns, and man did they deliver with the first original Metroid game in a long time. Metroid Dread is a glorious modernization of the series. While it does have its flaws, Metroid Dread is exactly what was needed to reignite the series.
It’s clear that MercurySteam put a ton of resources into the movement and combat of Metroid Dread. Running and jumping around an alien planet never felt so smooth. Maybe it’s because all the previous Metroid games were from 20 years ago, but Metroid Dread goes a long way to make controlling Samus extremely crisp. Not only are the controls precise, but there a few extra movement options that open up your movement through the world: sliding, ledge grabbing, and countering. Some of these were added in Metroid: Samus Returns, but Metroid Dread incorporates them to the main series.
Combat in Metroid Dread is absolutely glorious. As much as I enjoy the OG Metroid games, they had a tendency of being a little clunky to pilot. A lot of the boss fights ended up being a stat check where you would just standstill and fire at the bosses, hoping that you would kill them before they would kill you. Metroid Dread repeatedly tells you that no attack is unavoidable, and it isn’t lying. Between the more precise controls, expanded movement options, and the telegraphed enemy attacks, avoiding damage is an important skill to master. And Metroid Dread is better for it.
Figuring out how to defeat bosses is one of my favorite aspects of Metroid Dread. Learning their movesets, how to dodge seemingly unavoidable attacks, and discovering openings to deal huge damage is just so satisfying. Many bosses seemed ridiculous and intimidating at first, but after experimenting I learned that many of them could be taken down fairly quickly. And it doesn’t feel like you have to rely on a trial-and-error approach either. Being slow and cautious and dealing incremental damage is a totally valid strategy as well.
My one gripe with the combat is that while the bosses were engaging affairs, most of the basic enemies were far too easy. The main reason for this is the all-powerful counter attack that the player has access to. Most enemies in the game have attacks which flash before hitting you, indicating that it is counterable. When an attack is countered, the enemy is left vulnerable and will almost always be killed by your very next attack. And if you successfully kill a basic enemy with a counter, they drop bonus resources.
Players will quickly realize that countering is the dominant strategy for dealing with standard enemies. It’s much easier to execute than trying to evade fast moving enemies, it kills enemies faster than just shooting them outright, and it gives extra health and missiles for performing it. Honestly, it’s just too powerful. It’s also not as engaging to dip, duck, dodge, and shoot at aliens. It’s simply a reaction time mini-game where you press the button when the enemy’s attack flashes. Countering should not make enemies so vulnerable, and not let you kill them in a single attack. That way it remains a viable defensive option that lets the player get some free hits in, but doesn’t become the dominant offensive tactic as well.
The unique feature of Metroid Dread that makes it stand out amongst its predecessors is the inclusion of the EMMI robots. In each major area there is an EMMI Zone, a cluster of rooms that are being patrolled by the dread inspiring robot. The EMMIs are invincible robots that lurk in hallways, listening and scanning for you. If one sees you, it will hunt you down. If it catches you, it will instantly kill you with only a miniscule chance to counter it. Ultimately, you are meant to avoid the EMMIs until you can kill them.
The inclusion of the EMMIs has been met with mixed reactions. Some people think they are frustrating to constantly avoid, but I personally enjoyed the switch-up from traditional gameplay. The EMMI Zones invoke a feeling of horror, you have to quickly find your way to the nearest exit or else risk being prey to the indomitable machines. These sections are pretty forgiving, if you die you aren’t brought all the way back to the previous save, but instead you respawn where you entered the EMMI Zone. I enjoyed the frantic chases as I tried to dodge around the EMMIs, and the developers were restrained in making sure these sections were never overly long or frustrating.
There’s a reason that the Metroid series has spawned an entire genre of games focused on exploration. Metroid has become synonymous with backtracking in the gaming world. Metroid Dread is an odd case because while I do think it has some clever level design, it also has some shortcomings. In the sprawling maze of tunnels that make up most metroidvanias, it can quickly become daunting to find where to go next. Getting lost in these games is almost a given. But the developers of Metroid Dread utilized some intelligent tricks to avoid the player getting too lost.
The core loop of many metroidvanias is acquiring a new power and then finding somewhere to use that newly obtained ability to access a new area. It can often be tricky to find the critical path forward, but Metroid Dread cleverly places opportunities to use your recently acquired upgrade very close to where you acquire it. For example, when you acquire a wall climbing ability, there is sure to be a climbable wall in your vicinity. This subtly guides the player to where to go without blatantly leading them by the nose. There is also some sequence breaking that the developers deliberately created for more advanced players to find. If you do stumble upon a way to deviate from the critical path you are rewarded with unique cutscenes.
Despite there being some subtle guidance when exploring, at times there is some obvious railroading. I found that there was a surprising amount of points-of-no-return, spots at which once you pass them you won’t be able to return to your previous location until much later in the game. This essentially cuts the player off from backtracking, making sure they don’t go too far backwards and get lost in the process. I’m not a fan of this as it felt like the developers were holding my hand and telling me not to explore too much without their permission.
Games like Super Metroid and Metroid Prime are known for their atmosphere if nothing else. The feeling of being isolated on an alien planet is conveyed so well. The visuals and music work in harmony to transport the player to a hostile world. Metroid Dread is just not as successful in this department. The music is entirely forgettable, and the visual backgrounds aren’t much better. Metallic hallway after metallic hallway is not pleasant to look at, and it certainly doesn’t convey that you are on an alien planet. There are a few interesting spots that utilize the 2.5D style of graphics extremely well. I loved seeing little alien creatures scurry about in the background of caves, or watching rain pour down and waves crash on the exterior of an alien base.
An unfortunate side effect of having poor visual design is how it affects player exploration. There are eight different areas in Metroid Dread, and while each one has their own flair, they often blend together. It can be hard to remember where you saw a secret or alternative path when every single room looks exactly the same. It’s especially unfortunate because graphically the game looks solid, it’s just that the art direction is bland.
I’m glad that the Metroid series is making a strong return, and Metroid Dread inspires confidence in the series. While I do think that it is weaker in certain aspects like exploration and atmosphere, it is an undeniably fantastic entry in the historic series. The modernized movement and combat are brilliant, this is the smoothest Metroid game by a long shot. Moreover, MercurySteam didn’t play it too safe by just regurgitating an older Metroid game as the addition of EMMIs was great. It is for these reasons that I give Metroid Dread an 8/10. Metroid Dread is more action focused than its ancestors, and even if it isn’t as atmospheric as Super Metroid or Metroid Prime, it is an entry to the series that nobody should miss.