The dreaded Metroids are back!

Review

Played on: Switch
Released: 2021

Metroid is a franchise that carries a lot of weight to its name, much of which comes from timeless classics like Super Metroid and Metroid Prime. Yet, its consistency with releases doesn’t seem like a top priority for Nintendo.

Then again, it never has been a huge system seller like Mario and Zelda either. As such, it feels like a side-show compared to other massive Nintendo franchises. That said, there's been many excellent Metroid titles through the years, both true to it's origins in 2D and 3D releases.

Metroid Dread falls into the category of the many 2D releases. However, this isn’t a remake or spin-off, it’s a direct sequel to Super Metroid. With such a far reach back in the franchise heritage, it’s a big deal and clearly a rather important release, despite the budget and scope of production, at least for the fans.

Let’s take a closer look!



Metroid Dread is, like many modern 2D releases, presented in 3D but played in 2D. While I initially was sceptical to its presentation and art style shown in previews, I quickly changed opinion after playing it. Realising it excelled at both presentation and gameplay.

Even utilising the 3D to see things in perspective and for dramatic effect, by dropping the camera behind Samus both in gameplay and cutscenes. It cleverly merges the line between 2D and 3D, giving depth to the 2D, removing the feeling that they're just a cardboard layer in the background.

The 3D polygons allows for a lot of heavy usage of effects too. Lighting on objects, water movement, shiny ice and moving lava come more to life with the dynamic nature of 3D. The game is like a small, framed picture, that you can look into and see detail and objects within. Man, this would have been neat on a 3DTV!

Metroid Dread has another ace up its sleeve when it comes to successfully recreating the 2D feel of the old Metroids. It runs smoothly at 60fps, crucial in making that responsiveness you expect from a 2D action and platformer. I've seen many 2D games run in 3D, with sluggish and floaty gameplay compared to fully 2D sprite-based titles. Luckily, Dread is super precise to control. I can’t emphasise how responsive the controls are.

For the story, and as a reverse change for the franchise, Samus has lost access to her ship on a distant planet and must find her way to find it and escape. So, from deep within an alien base, you need to reach the ship and escape. A reverse setup of, let's say, Super Metroid where you go from your ship deeper and deeper into a planet surface.

In addition to difficult key boss fights, Samus will meet a new breed of robot bosses. These are named E.M.M.I. and protect the alien base. These rather sinister looking robots roam certain areas on each area of the main world map and will hunt down Samus. Once they find her, they'll aggressively chase her until they catch and kill her, or you escape their designated areas.

It’s an incredibly intense feeling, and a scary one at that, they instantly pick up the chase when you’re spotted. Pushing your stress levels to the max as you quickly try escape and manoeuvre away to safety.



In classic Metroid fashion, you gradually build up Samus abilities. Unlocking new weapons and upgrades, that in turn allow you to access areas of your map that initially weren’t inaccessible. My only gripe with Dread, in this regard, is that it too heavily forces you to complete the game in a certain path, then kind of dumps you straight into the freedom of finding out everything by yourself. The older games would introduce this freedom earlier on and thus the player was more prepared for it.

As mentioned earlier, the smooth framerate is key to the responsiveness and thus the gameplay feels great. Although Samus controls mechanical, a perfect match for the typical, old school, square design of the level layout, it’s deliberate to replicate the preciseness of the old 2D games.

However, in much same fashion as Nintendo's own Zelda titles, I find the controls cumbersome, even un-intuitive. I get that hardcore Nintendo veterans don’t blink an eye and get right into it, but for people outside of this bubble, it feels button combination heavy to access all the abilities. There’s a lot of holding this button, while pressing another, to do this. Even for simple tasks.

For instance, does a grappling hook really need two buttons to be fired and latched onto something? Or the awkward way to choose between rocket types, mid-way in a hectic fight?

The controls do settle though, and you’ll be pulling off some visually cool moves. Sliding under low obstacles, teleporting quickly past locking doors or speed running through smashable walls. It just is difficult to remember all the moves when needed.

A neat, new addition, to the controls is the melee button. Used as a sort of counter-move when enemies speed towards you. Hitting it at the right movement sends them flying backwards and if you quickly fire your gun, Samus will auto aim at the melee-stunned enemy and finish it off completely!

It looks cool and feels great to pull off. Although attacks from flying enemies are annoying if you don’t have some distance between them and Samus, resulting in an extremely small window to counterattack. You’ll be knocked over and over.



Presentation is overall high quality considering the scope and budget of the release. We aren’t exactly talking a triple A budget visually, but it does a solid job of creating a unique look and atmosphere. Variation in the environments is better than expected, although there’s a lot of repetition of dark corridors. Some more surfaces and outdoor environments could've been spiced up further.

I appreciated the distinct difference in the various locations of the map though. Visually differentiating, and offering challenges related to things like water, ice and lava. I also liked the small details like shimmering water and dust particles in the air.

The cutscenes and gameplay blend together nicely, thanks to the usage of in-game 3D for cinematics. I also found the story better presented to follow, compared to the old 2D Metroids, with an eerie suspense keeping your interest peaked throughout.

It’s a healthy 12-15 hour game for casual Metroid players like me. If you want to find all the secrets, add quite a few extra hours to that, as it hides it’s rocket and health upgrades well. The normal difficulty setting could've been more forgiving though. The main bosses have nasty difficulty spikes. It’s clearly a title aimed at experienced Metroid players, so I'm unsure about the mass appeal for casual play, especially without an easy option.

Overall, Metroid Dread is fantastic throwback to the classic 2D Metroids, packed in a modernised visual package with interesting cutscenes, fast and precise gameplay, albeit with a tough difficulty curve to master.

Definitely a must-buy for fans and people who enjoy classic styled 2D gameplay, just be ready for a tough challenge!