
Metroid Dread has all my favorite aspects of the series: A large, varied world of puzzles and platforming, bosses that are satisfying to defeat, awesome upgrades (Samus has never looked cooler) and just the right amount of lore... building up to my favorite narrative conclusion to a Metroid chapter since Super Metroid.
Like Metroid Fusion, Metroid Dread distinguishes itself from …
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Metroid Dread has all my favorite aspects of the series: A large, varied world of puzzles and platforming, bosses that are satisfying to defeat, awesome upgrades (Samus has never looked cooler) and just the right amount of lore... building up to my favorite narrative conclusion to a Metroid chapter since Super Metroid.
Like Metroid Fusion, Metroid Dread distinguishes itself from its predecessors through subtle shifts in pacing and tone. But unlike Fusion, Dread's choices don't come at the expense of past elements: If you've enjoyed a 2-D Metroid game to this point, chances are you'll find elements of it here. That's a tough balance to strike, but Mercury Steam did so beautifully.
All that said, some aspects of the game keep it from dethroning my all-time faves in the series:
- EMMI encounters start as fun subversions of series expectations, but quickly become a chore. I eventually just started looking up videos of these beforehand, not because I couldn't figure them out but because I just wanted them over with.
- Something about the gating in this world feels oddly paced to me: I didn't feel a sense that the world was open to aimless exploration until quite late in my playthrough.
- While the shinespark puzzles are satisfying to pull off, I feel they make up too large a percentage of in-game secrets. I know people out there love these things, but I find it difficult to accept its anachronistic and poorly-explained controls.
Minor complaints aside, I think this is a worthy and wonderful conclusion to the original series arc! Metroid Prime 4 has a tough act to follow.
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