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Metroid Dread

Developer: MercurySteam Entertainment Publisher: Nintendo
08 October 2021
Metroid Dread - cover art
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4.14 / 5.0
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551 Ratings / 6 Reviews
#89 All-time
#2 for 2021
After video evidence sent to the Galactic Federation reveals that X parasites - thought to be extinct after their native planet's destruction - might still be alive on the remote planet ZDR, seven EMMI (Extraplanetary Multiform Mobile Identifier) robots are sent there to investigate. Contact is quickly lost with the EMMIs, and so the Federation sends the X-immune Samus Aran to take their stead.
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Not a Metroid fan but this was incredible
Whenever playing any Metroid game other than super Metroid I always found myself losing interest rather quickly, not even 2017’s Samus Returns could get me into the series, but with this new entry in the 35 year old series, I just can’t stop playing, it’s so fun whenever you get a new power up to just run around with it. Bosses are difficult but fun, power ups are so fun to use, and while story is definitely secondhand, there is enough to keep you engaged in it. The visuals are absolutely gorgeous, with heavy detail and background elements that fully immerse you in the world of planet ZDR. The music isn’t exactly what I want f it to be, it doesn’t always convey what I’m supposed to be feeling, but the sound design is absolutely stunning, it provides a feeling of what the game is named after, dread. This has quickly become my favorite Metroid game and it will probably be even more fun on later play throughs. I’m not quite done the game (I’m almost there, just need a few more things) but for now this is a 9/10 and earns game of the year for me.
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calebeedude 2021-10-27T19:03:07Z
2021-10-27T19:03:07Z
4.5
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NOTE: it would be nice if you go read my review of Samus Returns as it informs this review...

I was wary seeing mercury steam given the lead on this legendary title, I didn't think they had it in them to make Metroid Dread. It didn't seem like their strength. I thought Samus Returns was in large part drek and feared them not being up to the game I'd waited so long for. What I got was a mixed bag, lacking what I always loved from Metroid but wholly playing to Mercury Steam's strengths and showing the unique approach they can bring to a metroid game.

Metroid Dread, as it is now, finally released, is not aptly titled. Mercury Steam do not do traditional atmospheric Metroid, they do not do dread. This game is so far from Fusion, my personal favourite in the series. Metroid Dread is the most action centric 2D Metroid. Atmosphere and tension are thrown to the wayside in favour of some of the smoothest most expressive controls I've ever laid hands on in 2D and outright the best, most engaging action ever seen in any Metroid.

This game was marketed as Metroid Dread, and a lot of people still see it as that. The EMMI are the flagship feature of this game, adorning all marketing in particular the game's release trailer. That trailer showing us the instadeath cinematic for when the EMMI catches you. This was exciting, really exciting. It seemed to be a return to Metroid Fusion's SAX and the horror it brought about. It fit the picture Metroid Dread had built in my head over all these years.

Let me cut to the chase, I don't think the EMMI are at all scary, or at least I don't think they maintain that fear factor as the game progresses. Interaction with the EMMI takes place solely in segmented areas of the game in which they roam about. This is a fair and understandable design decision, being constantly chased by the EMMI would give the player little time to breathe and soon become exhausting. The EMMI then becomes this little gauntlet you weave through every now and then. The focus is the player's gameplay experience as opposed to grander sensations of dread.

I should be clear that the EMMI is immaculately put together. Supreme attention has been put into the way it is animated. Its pathing is a kind of self correcting optimal writhing that just sluices through any obstacles. It never seems to lose momentum when following you and I think this is one of its greatest strengths. Its design is built around this flow, something I have the utmost respect for. It seems when making the EMMI they did not start with a static design but intended to have its personality and design shine through its animation, and thus preplanned for its unique method of locomotion in the intricacies of EMMI's design. All this goes a long way to making the EMMI scary but is ultimately squandered by other factors

Metroid Dread is very much a Nintendo game made in 2022. The design trend of death having as little consequence as possible persists. There's little need to save as when you die you'll typically be sent only a couple rooms back to the last hidden autosave. This was a conscious decision not to ever frustrate the player, and can be seen to rhyme with the game's dislike for backtracking that I'll talk about later. It's this excessive checkpointing that robs the EMMI of their fear factor. When the EMMI gets you and you see the epic and seamless death cinematic you are simply sent right back outside the EMMI zone. These hidden checkpoints are always triggered when entering an EMMI zone. As consequence for dying to the EMMI is so minimal they soon become less of this obscene source of dread and moreso reduced to a momentary setback. All the work gone into their presentation to make them feared is for naught when they can do so little to you. The EMMIs don't stop being fun, they are always engaging to weave around in thanks additionally to the freedom excercised by Samus' control scheme here. The issue is that this game is not called Metroid Fun, it is called Metroid Dread. Is that so damning an issue, a non-apt title. Why shouldn't I accept this game for its strengths? The things it cares about and strives to excel at. Its like the line in Matthewmatosis' "Meta Microvideos", "Every game is bad in an endless number of things and only good in the few ways it was crafted to be". Maybe the marketing team are at fault for the way the game was put forward and the developers should not be blamed for making a bad horror game when they never meant to make a horror game. Or is it instead the fault of the weight of expectations upon the long rumoured Metroid Dread. Their sole opportunity to make the Metroid game of their dreams playing wholly to their strengths was to take on this mantle. We can never really know how much Dread changed over time. If it initially meant to be more horror focused and that Mercury Steam shifted that focus to play more to their strengths and make simply the best game they could as opposed to making something that lived up to the title Metroid Dread. The best insight we can get as to Sakamoto's initial intent and whether Mercury Steam were really what he envisioned comes in this interview. Sakamoto does seem to insist that this is what Dread has always been. Whether or not you take his word for it is up to you. I think with this conversation on Dread lacking dread its easy to spiral and end up nowhere and saying nothing. How am I to debate someone's enjoyment of this game solely as a smooth as butter action-packed metroidvania? Am I the player expected to shift my expectations with the game's true strengths when seeing its clearly advertised ones lacking? Should I curate my own critical experience in the way someone playing Smash Bros Melee curates a specific ruleset not explicitly put forth by the developer. I will return to this topic later in the review, for now I'll actually spend some time discussing the game itself.
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ruth1120 2021-10-18T20:42:21Z
2021-10-18T20:42:21Z
3.5
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A Good Foundation for a Better Sequel
Metroid Dread serves as a proof of concept for a faster and more kinetic take on the franchises classic 2D gameplay, but the lack of immediate story engagement, unwillingness to experiment with the new combat loop, and rigid linearity prevents this game from reaching the highs that it is capable of.

Story Summary
The game serves as a direct sequel to Metroid Fusion, a game that game out in the early 2000's for the GBA system. For the majority of players, it is highly unlikely that they will have all of the details from that game fresh in their mind when starting Dread, but a brief recap of the events are given to give what is most relevant. The Metroids have been destroyed, Samus eliminated the X-Parasites, and everything is fine in the galaxy.

Samus soon receives a video from a distant planet (ZDR) showing that an X-Parasite still exists, as they pose a threat to the galaxy as a whole, she takes it upon herself to go to that planet and destroy the last remaining X-Parasite.

Shortly after her arrival on the planet, she is attacked by the games antagonist: Raven Beak. This fight ends with her surviving, but losing all of her powers in the process as typical for the start of these games. It is now up to her to defeat Raven Beak and stop the X-Parasites once and for all.

Story Interpretation
The actual plot of the game leaves a lot to be desired on an emotional level for the player. Raven Beak at first seems like an interesting adversary as he has a hand cannon similar to the one that Samus has; but his interaction with the story content is quite limited. He has enabled EMMI machines to attack Samus, but he does not show up during much of the game at all and instead is only implied to be controling things from a larger macro perspective. It was often quite easy to forget that he was the main antagonist of the game during moment to moment gameplay, and it is a shame that he wasn't handled better because the X-Parasite version of Samus (XP-Samus) in Metroid Fusion does a much better job at being a pervasive and constant threat throughout the narrative.

XP-Samus would directly interact with the environment that the player was in and demonstrated how much stronger the character was compared to Samus. This time around the game really only focuses on his power through the narrative and is a pretty classic instance of telling and not showing.

Thankfully that writing style does not continue when it comes to Samus who is given some great subtle character moments. In Dread, Samus is experienced, capable, no-nonsense, and devoted to her mission. This is reflected through her body language when interacting with friend and foe alike. Be it the subtle charging of a plasma beam shot when a boss enemy is trying to intimidate her, to the way she holsters her weapon when identifying that someone is friendly. It feels like she was designed to be a lawful good interpretation of the doom guy from doom 2016 (whereas that character would fall into the category of chaotic good) and for the most part this works quite well.

Gameplay: Combat
The gameplay in Dread is fast and free-form. Nearly all of the buttons on the Nintendo Pro Controller are used (with the exception of three of the dpad buttons) and some buttons have different press and hold functions. Despite this easily being the most "hardcore" game control wise that Nintendo has made in quite some time, the controls feel effortless and allows the player to get into a rhythm of dashing, blasting, and parrying. The feeling of power and lethality is felt early on, and it only increases with the unlocks that Samus gets.

While Samus does gain some incredibly fun combat tools, the enemy design often fails to encourage the player to try new ways of taking down enemies. Most will simply go down to some normal shots, and a parry if they are a boss. This leads to most encounters feeling very samey, and that isn't helped by the blatant reuse of minibosses throughout the entire game. EMMI units, chozo with spear and shield, and chozo with gun and sword are repeated very often with very little to differentiate them. If these encounters changed more and required the player to use different tools that they unlocked throughout the game it would have greatly helped the variety in terms of combat. Maybe some enemies could only be killed by ice missles, or you needed to rip off a piece of armor before being able to hurt them, or the screw attack could be used to power some electricity thing that would hurt the boss inside of the room. Anything to make use of things that aren't the basic arm cannon would have been greatly appreciated.

Gameplay: Exploration
The world presented in Dread seems rather large and interconnected, but it quickly demonstrates that it is a very linear adventure. Very rarely will the player have an actual choice in where they can go explore as they will be presented with two paths, one in which they don't have the tools to explore so they therefore must go down the other one. This linear feeling can be quite nice as it is quite difficult to get lost, but the game tries to present its world as more open than it is. Fusion had a similar sense of linearity, but it made it clear with a hub level that could be used to take the player to each individual "stage". This made it very easy for the player to compartmentalize where landmarks were in relation to the world. But in Dread everything is just placed on top of each other as if the game wasn't a linear path. This leads to the game only feeling more open at the very end of the game where Samus can explore anywhere without worrying about being restricted access because they lack the tools to explore some niche corner of the map. The design is a bit in conflict with itself, and it becomes more apparent as the game goes on.

Optimistic for Future Games
Metroid Dread is a clear indication that Nintendo has some working vision for Samus and is willing to experiment with the character on a gameplay level. A followup to this game with an increased willingness to explore the new systems would create a more cohesive and satisfying experience on both a narrative and mechanical level.
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PeterPopoff 2021-12-29T18:42:22Z
2021-12-29T18:42:22Z
7.5
1
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metroidvania 2d platformer
Misc Notes
The audio visual presentation of this game was fantastic. Some of the boss fights in particular are just a joy to watch and actually made me want to lose to them a couple of times so I could watch the animations again.

This is easily the most fun Samus has ever played. dashing, shooting into a parry, and then rapidly switching targets is downright obscenely fun. If the hud was removed during a standard fight it would be fairly easy to pass off as an in-engine cutscene.
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[Review originally written for MobyGames]
Review of the game Metroid Dread
Platform Reviewed:

Nintendo Switch

One-line Summary:

The Queen of the Genre Returns

The Good:

- "Item music". THAT music. Music that is played whenever you gain a new ability item? It's here. Oh boy. It's stuck in my head.

- In terms of controls and moves, it's mostly similar to Metroid Fusion on the GBA. The bomb jumping timing feels identical to Super Metroid. Crumbling blocks (pit blocks) behave the same as usual (love them so much). Shinespark controls are mostly similar to Super Metroid as well, but with more moves to be learned and practiced, such as changing the direction in the middle of a shinespark, and morph ball shinespark.

- The largest arsenal of abilities and items the Metroid series has ever seen. It's like, all of the old abilities will eventually show up here, and quite a few new abilities are put in here too. You are introduced to a new type of obstacle every half hour. And it never gets confusing as to which obstacle is related to which ability. Everytime you gain a new ability, you can explore the entire map all over again to find something new.

- I also feel that it's the largest 2D Metroid map to date. I would say the map size is twice as big as Super Metroid.

- The X-Ray scope (called Pulse Radar in this game) is much easier to use now. You can run, morph ball, and space jump around WITH THE X-RAY SCOPE EFFECT turned on, and it shows secret blocks on the entire screen (not just the area you are facing, as was the case in Super Metroid).

- The biggest problem in Metroid Prime (and all other Metroids for that matter) has been fixed -- it's now much easier to track down missing items. Now, if your item collection rate is at 97% or 98%, and wondering where the missing 2% of items are, the game has a hint system for you to find it. It's incredibly useful and fun.

- After just one month, about 20 sequence breaking techniques have been discovered. There are early bombs, early super missiles, early screw attack, early grapple beam, early gravity suit, underwater jumping without the gravity suit, ... just so many of them, in only one month. The future will be very exciting, with a lot of potential for all kinds of run categories. Some of the techniques are intentional, some not. Sequence breaking is something the Metroid series (in particular, Super Metroid from 1994) started, and the Metroid series is again pioneering this elusive and hardcore type of game design and playstyle.

- The Metroid series finally has a "teleport station" feature -- and they are completely different from the teleport you find in Hollow Knight, Dark Souls, and Castlevania games. The teleport stations come in pairs. You cannot teleport to an arbitrary station like you can in Hollow Knight. Instead, you can only teleport to the other station linked to the current station. This makes routing much more meaningful, as every teleport station will take you to a different destination.

Metroidvania games have been adding the teleport feature for years, and we never knew it could be done this way -- and now we know, it feels much superior to the "teleport anywhere" system. The queen of the genre returns, to show them how it should be done, the CORRECT way to do a Metroidvania.

The Bad:

- Music is not as memorable as Super Metroid and Metroid Fusion perhaps, but still stronger than Metroid Prime.

- Roadblocks are created artificially at several points, in order to guide the player to the next item (so they don't wander around without making progress). This feels like hand-holding, and makes sequence breaking harder and put unnecessary restrictions to runs in general.

- In particular, the artificial roadblocks would seemingly make the famous "Reverse Boss Order" type of runs not possible in this game.

- People were completing 0% runs only a few days after the game came out. You might wonder what in the world that is. Here's the thing: the item collection rate does not count your ability items. So if you have Super Missiles (ability), Gravity Suit, Screw Attack, and 20 other abilities, it's still possible for you to have an item collection rate of 0%. This feels awkward, and doesn't provide incentive for players to develop Low% strategies (trying to beat the game with as few items as possible).

The Bottom Line:

Metroid fans have been waiting for it, for the last 16 years. For me, it's been 10 years since I played a new 2D metroid, and 7 years since I last played a Metroid game. During that time, we all know what happened: Metroidvania has become a favorite genre among indie game developers and players. Dozens, if not hundreds, of Metroidvania games have been produced. Some went on to be very successful and influential games. But no matter how successful they are, they are not Metroid. They are Super Metroid imitators. Although imitators can do a really good job, it's not the real deal. It doesn't have Samus or the morph ball. It doesn't have the item music.

We've all been waiting for the real Queen of the genre to return, to show them what a veteran, full-priced, triple A-quality Metroidvania produced by a big company should look like. A Metroidvania with ITEM MUSIC. We want the real deal, and we got it.
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Super Metroid remains the definitive Metroid, but for my money, this comes in at a solid #2. Aside from all of the quality of life improvements, this is the best action game in the series, with a Samus that controls more smoothly than ever and has a versatile kit of movement and combat options. It's understandable that those who like the exploration in Metroid feel a little let down by how gently and easily the game nudges you in the right direction, enforcing a linear path unless you go out of your way to sequence break. (Although I get a little confused when people cite Zero Mision and Fusion as being better on these grounds when they were even more mind-numbingly linear. Honestly, only Super Metroid seems to have done exploration really well!) But even then, I'm impressed how the game gives the feeling of navigating through a complex system with all the interconnected tunnels, elevators, and teleporters. Even though the game is guiding you, you don't really know where the game is guiding you, so it still felt to me like there was a sense of exploration even though I wasn't actually doing the work. When you look the map as whole - the biggest Metroid yet - you really start to see how complex the map really is, and you can start to appreciate it more when you try to hunt down collectibles.

Crucially, it doesn't feel like a slog travelling through big areas because Samus controls so damned well (which is not always the case for a Metroid game!) - besides tightening up all her usual techniques, the evasive dash and slide makes moving around very comfortable, especially as the game goes on. (The game really asks for that movement, too - I was pleasantly surprised that the game actually asks you to shinespark to progress through the game! They even give you a cute little cutscene at one point.) At the same time, though, I think MercurySteam did a great job of making you feel the lack of Samus's powers early in the game; the early part of Metroidvanias can sometimes feel a tad easy to make up for your lack of powers, but the presence of the invincible E.M.M.I.s makes them much scarier to evade, while in the late game you can move so seamlessly that they start to feel like a secondary threat. It feels so good when you can finally move like that, too - the game holds out on crucial powerups for a long time. That's gotta be the longest wait ever for the Morph Ball, and Adam mentions the Gravity Suit hours before you can actually get it. Once you do get these things, Samus really does feel completely different.

That threat instead moves to the litany of bosses in this game, which are universally awesome. (Running along Experiment No. Z-57!) Obviously the mid-fight cutscenes, after you hit the parry, are incredibly badass, putting Samus into an action movie where you can still be blasting away at the boss. But even the regular gameplay is a delight - there have been some great Metroid bosses through the years, but it can also often feel like a pain in the ass to avoid their attacks given the controls and limited visibility. Now that we're not reliant on a 4:3 screen and Samus has a litany of movement options, darting around enemy attacks feels much more intuitive and fun. Also, the Kraid sequence break is fucking raw - it's cool enough that there's a whole cutscene for a sequence break, but Samus literally shooting inside of Kraid and killing him from the inside is one of the coolest scenes in the game.

The quality of the cutscenes also comes through in the story, which I've also seen people talk about as a high point of this game. It's definitely one of the better Metroid stories, but it's not that good. As with any Metroid game, the narrative doesn't seem like a core focus of the game, and the actually interesting stuff can be summed up in a few sentences. Samus remains an enigma - her characterizations through the years have seemed inconsistent at best - but visually I do love how she reckons with her Chozo and Metroid DNA and seems to lose all control over both through the course of the game. (Though the eventual X 'cure' doesn't seem to make much sense.) The best parts of the story are in how she moves in the cutscenes, and the scene where she actually speaks to Quiet Robe is a sudden shock. But those are isolated moments, which largely seem separate from the rest of the game; the environmental storytelling isn't up to the series' best (Fusion might actually be the most successful on that front, at least of the 2D games), where the different areas of the planet can feel a little arbitrary and the E.M.M.I. zones are slapped in the middle a little. Metroid storytelling is the one area of the series that I think holds a lot of untapped potential, but given the series' history I think it's pretty hard to pull off at this point, and it's never been a priority for a reason. We're all there for other reasons.

End of the day, this is the Metroid game that feels the best to play, a dream for someone like me who cares more about how the game feels more than anything else. I haven't gotten around to doing a hard mode run, or to trying for 100%, but I know that when I do it'll be a lot of fun.
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Azdiff 2021-10-17T00:49:31Z
2021-10-17T00:49:31Z
4.5
In collection Want to buy Used to own  
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Whatever complaints I have about the game are ultimately minor compared to the good old Metroid thrills it still delivers. The game's big cinematic thrust of the EMMIs are an interesting idea done well enough, but mostly it taught me that I really love survival horrors, and though they have an intersection with Metroidvanias and their love of backtracking, it's not 1-to-1 and I prefer the persistent territorial threat of the Alien from Isolation or the Nemesis or Mr X. But their sequestered level design makes them perfect for the up-and-down pacing and flow of ZDR, and it's still a great little wrinkle into what is ultimately another Metroid romp.

The power-ups are pretty standard, although the rate and order in which you get them is switched around a lot, the map design goes from non-linear to linear pretty sporadically, and the way it locks off backtracking is occasionally inspired and sometimes insipid. And while what little story Dread has is fine, I do miss the scan visor from Prime and all the details it could add to the world. But these are all minor problems in the face of another great adventure; Metroidvanias may be very popular in the indie sphere, but sometimes it does feel like the original is the best. The back-and-worth weave through the map design really gets you to notice every inch of the world and appreciate everything the game has to offer, both visually and mechanically, and the difficulty of this outing is tuned just right; the inclusion of checkpoints robs the game of the thrill of scrambling for a save point, but they're a necessary inclusion next to the EMMIs, an effective new enemy to the series. Overall, Dread has a mix of just the right amount of new ideas and old crowdpleasers, so even though the series' more ambitious titles have my heart, this still had my attention start to finish.
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Lowlander2 2021-10-20T17:55:53Z
2021-10-20T17:55:53Z
4.0
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Catalog

n_ovais Metroid Dread 2022-10-01T18:56:49Z
2022-10-01T18:56:49Z
In collection Want to buy Used to own  
low priority not downloaded
Xalechim Metroid Dread 2022-09-28T01:21:38Z
2022-09-28T01:21:38Z
4.0
In collection Want to buy Used to own  
Projekt_Cloudz Metroid Dread 2022-09-27T02:34:09Z
2022-09-27T02:34:09Z
5.0
In collection Want to buy Used to own  
PashaAlex Metroid Dread 2022-09-26T21:32:15Z
2022-09-26T21:32:15Z
2.5
In collection Want to buy Used to own  
boekplate Metroid Dread 2022-09-25T21:39:33Z
Switch • XNA
2022-09-25T21:39:33Z
9
3
In collection Want to buy Used to own  
Pewizzle Metroid Dread 2022-09-25T12:59:01Z
2022-09-25T12:59:01Z
4.0
In collection Want to buy Used to own  
HumblePanda Metroid Dread 2022-09-22T13:56:34Z
2022-09-22T13:56:34Z
In collection Want to buy Used to own  
Nebneb11 Metroid Dread 2022-09-21T11:02:46Z
2022-09-21T11:02:46Z
3.5
In collection Want to buy Used to own  
ColdVein Metroid Dread 2022-09-21T10:53:18Z
Switch • GB
2022-09-21T10:53:18Z
2.5
In collection Want to buy Used to own  
Caramelmonkey Metroid Dread 2022-09-20T16:43:46Z
2022-09-20T16:43:46Z
5.0
1
In collection Want to buy Used to own  
nakedsquirtle Metroid Dread 2022-09-20T15:15:32Z
Switch
2022-09-20T15:15:32Z
In collection Want to buy Used to own  
zeldamania
duncedoof Metroid Dread 2022-09-19T03:43:11Z
Switch • XNA
2022-09-19T03:43:11Z
In collection Want to buy Used to own  
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  • Previous comments (79) Loading...
  • pollyangel00 2022-01-12 18:31:02.174704+00
    downright fantastic 2d action game... im usually a dpad purist for these kinds of games but this game makes a great argument for joystick control and im honestly glad they disallowed dpad usage! it may have helped that i played on a ps4 controller tho which has a much better stick than the joycons do
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  • TheDavidLol 2022-01-13 21:34:32.421367+00
    Absolutely incredible game. I'm not exaggerating when I say this has some of the most fluid, engaging, and satisfying gameplay I've ever experienced in a video game before. I'm convinced all of the people complaining about it being "linear" have never actually played a Metroid game before.
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  • AlwaysLethargic 2022-01-18 19:11:40.473871+00
    They haven't.

    Metroid has always been a linear series, and Metroidvanias in general have always had generally set paths.

    Games like Hollow Knight are the exception, not the rule.
    reply
    • MouthfulofPaste 2022-02-20 21:32:38.595112+00
      Exactly. It’s the sequence breaking that can make Metroid games non-linear
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  • Ericthefox 2022-01-18 21:56:01.793844+00
    damn, samus went sicko mode
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  • Banana_PD 2022-02-15 14:03:02.642883+00
    Waiting on this in the mail. Should I hurry and finish Samus Returns, which I've barely touched since it came out? Or are the games different enough that it doesn't matter to see how MercurySteam evolved? Or would playing Dread ruin M:SR for me?
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  • grapesinacake 2022-02-24 04:37:23.416171+00
    I hate the E.M.M.I.s so much
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  • GodspeedRyan 2022-05-09 21:03:19.843099+00
    God-tier game that will age like a fine wine. 20 minutes in this game feels like 2 minutes in real life. Dread is just pure fluidity and grace with great aesthetics holding it all together.
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  • TimeVault 2022-08-19 23:04:52.488841+00
    no one has thought about this game in 6 months
    reply
    • Jodas 2022-08-26 17:23:16.010927+00
      I think about it everyday.
    • babyclav 2022-09-02 02:35:35.651817+00
      its a singleplayer game from a dead franchise.
    • Jodas 2022-09-08 01:17:23.913655+00
      It sold 3 million copies and there are more Metroid Games coming. How is It dead?
    • feargm 2022-09-11 13:25:51.985876+00
      insane comment lol
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