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Review : Metroid Dread
It had been a mighty long time since Other M had come out, and year by year, people had given up hope that we’d see Samus again anytime soon: Federation Force was the powder keg of that school of thought.
But eventually Samus did in fact return to planet SR388, or more specifically, to her origins, as Returns was a Metroid II remake.
Extra items tucked away in nooks are entwined with natural problem-solving, where you can look at a spot and logically figure out how to get there: especially if you can recall some of Samus’ past gadgets from memory.
The joy of seeing an item behind a rock and going “I can get that later,” marking your map with a specific color, then eventually being reminded that it exists and you have the tools for the job; it’s still priceless, and a concept Metroid helped pioneer.
Sure, the counter is also used as a timed QTE of sorts, but sparingly, and always coupled with a rewarding scene.
The dull side of this is that the game has the tendency to repeat miniboss fights very often, so once you do memorize those patterns, those bouts can feel like a rote exercise until you’re onto the next big thing.
While we wait for proof of life from Metroid Prime 4, you can journey with Samus in another reliable adventure right now.
Metroid Dread doesn’t take a lot of big swings, but it rarely bats a foul ball. You can tell this was carefully crafted with existing fans in mind, but it’s not so heady that newcomers wouldn’t be able to pick it up.