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Forums - Nintendo Discussion - Metroid Dread discussion

Just finished my first playthrough in 9 hours and 76% item collection.

Overall, I had an absolute blast with the game. There are three main highlights for me:

First, I think everyone will agree that this is the most fluid and frenetic Metroid game ever. It's a joy just moving Samus arround, platforming and killing enemies by parrying them while jumping or running. This non-stop gameplay really contribuited to keep the game always fun and entertaining. Even when I was backtracking or stucked between two or three rooms trying to figure out what to do, I never stopped having fun.

Second, boss battles were SO MUCH FUN AND CHALLENGING. Kraid, the Experiment, the Chozo Warriors... All of them felt like epic showdowns that put to the test my abilities against a formidable foe. Not just that, but they were visually stunning: the cutscenes at the beginning and end and the sequence you get when parrying them correctly make you feel like a badass. And the final boss is on whole other level of epicness. It's easily the best fight in the franchise and one I will probably remember for a long time.

Third, the atmosphere. Specifically, the backgrounds. God are they beautiful! It's just crazy the insane amount of details Mercury Steam put there. From the forests of Ghavoran to the underwater sections of Burenia and the ruins of Ferrenia... All the locations felt like actual places that justify their own existance outside of being a videogame.
But it's not just the backgrounds. People say Dread is graphically nothing to brag about. Well, I say Dread is actually great game visually. The materials, the lightning, the animations, the use of colours... Everything combines together almost flawlessly to create a game that is very pleasant to the eye. To me, it's one of the best looking Switch games. Obviously not the most technically advanced or ambitious, but it's a looker nonetheless.

Not everything was perfect though. The beginning was a little frustrating to me because I kept seeing paths to use the morphball... And you get it pretty late compared to other games in the series. So I had to just angrily try to ignore them until I got the upgrade.
Another thing that disappointed my a bit was the soundtrack. It's not bad by any means, it helps to get in the mood... But it's not memorable at all. There is no Kraid's Lair, SR388 Surface, Upper Brinstar, Sector 4... Theres nothing like that in the game. Boss themes are also pretty dull except for the final boss. Again, they are not bad... Just not great. Metroid always had a bunch of tunes in their OST that will keep stuck in your mind forever. Dread will not have that honor.

Finally... I'm conflicted about the story. For one, I love the portrayal of Samus. She's constantly kicking ass... And the way she reacts to everything is yet another highlight from the game. I was also blown away by the ending as a whole and how they decided to continue Samus story. However... The story also felt a bit of a mess. Some things contradict stuff from older games (specially Fusion) and there are plot points that were pretty relevant in the Fusion ending, but in Dread are either ignored or adressed without actually making sense. It's a shame, because there was a lot of potential and they didn't really went for it. But then again, all in all I enjoyed the ending. A lot.

If I had to rank it among the other games on the franchise without having replayed it... The TOP would look like this (the bold ones are very close to each other)

1. Metroid Zero Mission
2. Metroid Fusion
3. Metroid Prime
4. Metroid Dread

5. Metroid Prime 3
6. Metroid Prime 2
7. Super Metroid
8. Metroid Samus Returns
9. Metroid Other M
10. Metroid
11. Metroid Prime Hunters
12. Metroid Prime: Federation Force
13. Metroid II: Return of Samus

Not sure if it will take my personal crown from Zero Mission... But it's one of the best games in the franchise for sure. While not a perfect game, Mercury Steam did a remarkable work by giving life to one of my most anticipated games of all time: Metroid 5. And that's what matters the most to me in the end: the sole fact that this game exists at all and that is actually a GREAT game pretty much makes sure it becomes one of my favourite games ever.

EDIT: I forgot to mention the EMMI segments. They were incredibly tense and made some of the best moments in the game. But near the end they started to feel repetitive and not that scary anymore. I think a bit more of variety in the way you aproached them and in their abilities would have make them perfect. 

Last edited by Vodacixi - on 17 October 2021

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curl-6 said:
GoOnKid said:

Yup, that's a relic from Super Metroid. Awkward space jumping is a thing since '94. The tradition must be kept alive.

Well, I wish they'd broken with tradition then. The game gets so much so right, but in a small number of things like this and the grapple beam, it drops the ball hard, which is all the more jarring given how great everything else about it is.

Anyway, on a brighter note, I scored my second EMMI parry which was as exhilarating as the first.

Well Metroid doesn't normally have a double jump in 2D,  it has an infinite jump.  Normally, you would get a High Jump first that just markedly increases your normal jump height.  But here they did the double jump, and I do find it kinda odd.

The grapple beam swing thing I've never liked, hated it in Super and not much of a fan here.  But at least here it gets other, much better uses.  And once you get that Space Jump, you can ignore the grapple swing bits pretty much entirely.



After listening to the soundtrack a couple of times I must say that I have indeed found a couple of tracks that really stand out to me, I just wish the music was a little bit louder during boss fights. When exploring the areas it's fine, bbut in an intense battle I only hear sound effects and battle noises, which is a bit sad. Here's what I found.

This is super catchy, yet it makes me nervous at the same time.

I'm so glad that this fire level theme is not yet another Norfair remix, but something unique instead. Props to the composers.

When I entered Burenia for the first time I felt like I was in a submarine, or a maritime research lab. This theme is calming and mysterious at the same time, I love it.

The Mother Brain theme. It's too bad that all those missile impacts cover the music completely and I've only realised this track when listening to the playlist.

First boss, best boss music imo.



Would recommend people check out some Dread speedruns once they've completed the game.



Tonight's play session was not a good time.

The double robot Chozo soldier fight was just horrible. Whoever decided to make the Storm Missiles take an absurdly long time to "charge" should be jailed. In a fast moving fight like that where you're constantly getting ganged up on, it was almost impossible to use them without eating a hit.
The game would also be immeasurably better if bosses hit half as hard. Getting wiped out in a handful of hits even after collecting a bunch of energy tanks just feels cheap.

The purple EMMI encounter is also the first one that feels unfair. Even when you're cloaked it fucking KNOWS where you and just camps you instead of fucking off to search somewhere else. Couple that with your super slow movement underwater, its almost infinite range of hearing and sight, and the trash grapple controls, and it was a wretched experience.

Outside of these encounters, the level design and pacing remains top notch, but I'm really starting to see why so many find this game the wrong kind of difficult. I've been loving it up til now, but that love is being sorely tested.

Hopefully this is just a rough spot and it goes back to being awesome after this.

Last edited by curl-6 - on 18 October 2021

Bet with Liquidlaser: I say PS5 and Xbox Series will sell more than 56 million combined by the end of 2023. (And over 130 million lifetime)

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curl-6 said:

Tonight's play session was not a good time.

The double robot Chozo soldier fight was just horrible. Whoever decided to make the Storm Missiles take an absurdly long time to "charge" should be jailed. In a fast moving fight like that where you're constantly getting ganged up on, it was almost impossible to use them without eating a hit.
The game would also be immeasurably better if bosses hit half as hard. Getting wiped out in a handful of hits even after collecting a bunch of energy tanks just feels cheap.

The purple EMMI encounter is also the first one that feels unfair. Even when you're cloaked it fucking KNOWS where you and just camps you instead of fucking off to search somewhere else. Couple that with your super slow movement underwater, its almost infinite range of hearing and sight, and the trash grapple controls, and it was a wretched experience.

Outside of these encounters, the level design and pacing remains top notch, but I'm really starting to see why so many find this game the wrong kind of difficult. I've been loving it up til now, but that love is being sorely tested.

Hopefully this is just a rough spot and it goes back to being awesome after this.

If it comforts you a bit, let me say that you're almost on top of the difficulty curve now. It rarely gets much harder than this. I also struggled a lot with the double Chozo soldiers, it took me like 20 attempts to defeat them. And yes, the purple EMMI is a bitch.



GoOnKid said:
curl-6 said:

Tonight's play session was not a good time.

The double robot Chozo soldier fight was just horrible. Whoever decided to make the Storm Missiles take an absurdly long time to "charge" should be jailed. In a fast moving fight like that where you're constantly getting ganged up on, it was almost impossible to use them without eating a hit.
The game would also be immeasurably better if bosses hit half as hard. Getting wiped out in a handful of hits even after collecting a bunch of energy tanks just feels cheap.

The purple EMMI encounter is also the first one that feels unfair. Even when you're cloaked it fucking KNOWS where you and just camps you instead of fucking off to search somewhere else. Couple that with your super slow movement underwater, its almost infinite range of hearing and sight, and the trash grapple controls, and it was a wretched experience.

Outside of these encounters, the level design and pacing remains top notch, but I'm really starting to see why so many find this game the wrong kind of difficult. I've been loving it up til now, but that love is being sorely tested.

Hopefully this is just a rough spot and it goes back to being awesome after this.

If it comforts you a bit, let me say that you're almost on top of the difficulty curve now. It rarely gets much harder than this. I also struggled a lot with the double Chozo soldiers, it took me like 20 attempts to defeat them. And yes, the purple EMMI is a bitch.

Thanks, it's good to know it's not just me. :)

As it turns out, I actually misread the tutorial text and thought I had to be aiming to charge the missiles, didn't realize you could do it on the run. That would've made life easier haha. Oh well, I got it eventually, just died so many times I lost count. XD



Bet with Liquidlaser: I say PS5 and Xbox Series will sell more than 56 million combined by the end of 2023. (And over 130 million lifetime)

curl-6 said:

Tonight's play session was not a good time.

The double robot Chozo soldier fight was just horrible. Whoever decided to make the Storm Missiles take an absurdly long time to "charge" should be jailed. In a fast moving fight like that where you're constantly getting ganged up on, it was almost impossible to use them without eating a hit.
The game would also be immeasurably better if bosses hit half as hard. Getting wiped out in a handful of hits even after collecting a bunch of energy tanks just feels cheap.

The purple EMMI encounter is also the first one that feels unfair. Even when you're cloaked it fucking KNOWS where you and just camps you instead of fucking off to search somewhere else. Couple that with your super slow movement underwater, its almost infinite range of hearing and sight, and the trash grapple controls, and it was a wretched experience.

Outside of these encounters, the level design and pacing remains top notch, but I'm really starting to see why so many find this game the wrong kind of difficult. I've been loving it up til now, but that love is being sorely tested.

Hopefully this is just a rough spot and it goes back to being awesome after this.

The double robot fight is actually easy you just jump on them one at a time as the screw attack deals high damage and kills them off quickly just go into the fight with decent health.

Last edited by Wyrdness - on 18 October 2021

curl-6 said:
GoOnKid said:

If it comforts you a bit, let me say that you're almost on top of the difficulty curve now. It rarely gets much harder than this. I also struggled a lot with the double Chozo soldiers, it took me like 20 attempts to defeat them. And yes, the purple EMMI is a bitch.

Thanks, it's good to know it's not just me. :)

As it turns out, I actually misread the tutorial text and thought I had to be aiming to charge the missiles, didn't realize you could do it on the run. That would've made life easier haha. Oh well, I got it eventually, just died so many times I lost count. XD

Yeah, you just need to hold the button and then aim when it's already charged. Is actually pretty easy.



I beat hard mode in under four hours in an any % run (obviously no problem when I already beat it 100% in 4:36 before) and unlocked the last images of the gallery. I have to say that Zero Suit Samus is drawn like bad fan art.

Also, reading all of the people's post in this thread, it's certain that I was among the people who needed the least attempts at boss fights and was most likely the fastest one to clear the game on the first playthrough. Despite giving up on the final boss after four tries and going back to collect items, I still finished in 8:06 with 86% of the items; wrapping up that same file to beat the final boss with 100% item collection added less than an hour for a total of 9:03.

After four playthroughs, of which three were with 100%, here are my pros and cons for Metroid Dread.

+ Well-paced progression in non-sequence-breaking play
+ 100% item collection is alright, nowhere near as tedious as in Samus Returns
+ Both of the above points ensure great replay value in conjunction with possible sequence-breaking
+ Graphics and artstyle convince
+ Music is atmospheric...

- ...but at the same time it lacks the oomph of memorable themes like all great Metroid games have
- Difficulty balance is off by a bit, namely certain bosses
- Checkpoint system was the only way to make the more frustrating parts (E.M.M.I.) bearable
- Analog stick controls for movement in a 2D game come at the cost of precision
- Exploration isn't rewarding enough (too many good items on the direct path, too few in optional spots)

Final Score: 9/10

Some may notice that that is a point higher than before. I have reconsidered because of how the bar for quality has been moved since Zero Mission 17 years ago. The thing is, we haven't really seen games that have surpassed Fusion or Zero Mission in all this time, so the one game that has come closest to them might as well get the same score from me to credit the effort that has been made. Among the negatives I've listed above, point 2 to 4 are things you get used to eventually, so they aren't so bad when lined up with point 3 of the positives. Replay value is an often overlooked factor in game reviews despite being a highly crucial one in the Metroid genre*, but Dread manages to deliver in that category and that's what easily puts it above everything we've seen in the past 17 years.

*I've decided to stop saying Metroidvania genre, because while the original Metroid and Castlevania II were released around the same time, the latter was a game that sucked a lot. It wasn't until Symphony of the Night that the Castlevania series made another attempt and that was well after the first three Metroid games were released and had laid all the groundwork for the genre. But in fairness, the spin on the Metroid formula that features EXP and character equipment should be called the Castlevania-RPG genre or something like that. The term Metroidvania is kinda like mixing 2D and 3D platformers together; while there are notable similarities, there are also notable differences.



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