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Review: Metroid Dread

A return to form for the Metroid series METROID, the franchise spanning well over 35 years

A return to form for the Metroid series

metroid dread best selling

METROID, the franchise spanning well over 35 years since its conception in 1986, is back following its hiatus after the release of Metroid: Other M in 2010 and the 2017 remake of the 1990’s hit, Metroid: Samus Returns.

Welcome, ladies and gentlemen, to GGN! Let’s dive into the review of the METROID franchise’s newest addition—METROID Dread!

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Review: Metroid Dread 7

A Visual Feast

Securing its place in the continuing METROID timeline, this genre-defining game takes inspiration from its 2D predecessors while arriving in a stunning 2.5D form.

The game boasts great lighting and vibrant colors, complemented by beautifully crafted and active backgrounds that bring each stage to life. Accompanied by well-developed and challenging enemies, METROID Dread is a visual treat from the very start!

Our iconic bounty hunter, Samus Aran, has never looked better! The glow from her armor in dark places, the lights from her projectiles, and the explosive effects are all breathtaking. While the game shines in handheld mode on the Nintendo Switch, trust me—you’re definitely going to want to play it docked (especially on any 40+ inch UHD display wink wink).

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Review: Metroid Dread 8

Smooth Performance and Snappy Controls

Despite the game’s stunning visual upgrades, METROID Dread runs very smoothly on the Switch, with barely any hiccups. Load times are surprisingly short (honestly, I don’t even know why I was expecting them to be long in the first place), and the controls are simply on point!

Samus’s movements are snappy, responsive, and fluid, and the game sees the return of the awesome melee counter introduced in Metroid: Samus Returns for the Nintendo 3DS. Personally, I never got to play that entry, but after finally experiencing it here, I now understand why people loved and praised it so much!

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Review: Metroid Dread 9

Expansive Maps and Biomes

Similar to 2002’s Metroid Fusion for the Game Boy Advance, the map in METROID Dread is segmented into various biomes, each housing a variety of enemies.

However, Dread takes it a step further—its maps are huge. One biome map in Dread could probably accommodate one-and-a-half or even two biomes from Fusion! There is so much to see and do, and as with previous entries, some parts of the map require you to gain an ability (most likely from another biome) to open up and traverse those areas. Some things never change—fine wine vibes, am I right?

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Review: Metroid Dread 10

The Challenges and E.M.M.I. Encounters

If I had to nitpick for cons, the first thing I’d mention is the inclusion of quick-time events during boss fights. It’s a departure from the traditional “PEW PEW PEW cocktail of lasers, bombs, and missiles” formula, which justified the grind for increasing missile and energy capacity in earlier games.

Additionally, the E.M.M.I. zones add an insane level of tension. These robotic hunters are a challenge on their own, and the inclusion of a timed button press mechanic to escape their grasp can feel chaotic—there doesn’t seem to be a pattern. You just hit the button, hope for the best… and get murdered. Over and over and over again. If you’re a Rogue-Lite fan, you’re probably used to that cycle already.

Admittedly, having to evade the E.M.M.I. in their zones can feel repetitive, but the excitement—or fear—of being chased usually outweighs the monotony.

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Review: Metroid Dread 11

Final Thoughts

Let’s be real—there isn’t much to dislike about METROID Dread. It takes everything we’ve loved about the franchise since its humble beginnings on the Game Boy Black & White and dials it up to 3,000.

Although I haven’t completed the game yet, the story has me hooked, and I’m eagerly looking forward to seeing how this entry concludes.

This is META from GGN, gassing out! Until next time, fellow gamers, we shall meet in the next gamescape!

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