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Metroid Dread Discussion (Nintendo Switch) [game]
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9.22/10 from 14 user ratings |
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Welcome to the official discussion thread for Metroid Dread on the Switch!
To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!
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06/15/21, 23:21 |
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First of all, awesome to have a new Metroid in addition to Prime 4! I'm glad Nintendo understands that 2D and 3D versions of series can coexist.
I actually expected that this would happen soon, in fact--specifically that MercurySteam would be making a new Switch sidescrolling Metroid, and it would look very good but not amazing. I've watched both Treehouse presentations and here are my specific thoughts:
Combat looks great. Battling was a highlight in Samus Returns and it looks even better here, with the melee and aiming being more incorporated into Samus's moveset without requiring her to stop moving.
Likewise, the movement also looks to be really fluid and quick, a must for this kind of game. The Mega Man style slide move is a smart addition (although I hope the Morph Ball still makes an appearance).
The visuals are...okay. Animations are really cool and the dramatic shots when things go south are a nice touch that this dev brings to the series, but I can't help but feel the environments, art design and color palettes are a level below EAD in their glory days--or Retro Studios, for that matter. Jury's still out on the creature designs; the first boss and the EMMI both look pretty cool but I feel like some past critters have been more striking or frightening-looking.
I was just hoping a major flagship console Nintendo game would be able push the system further. To put it another way, I can't really see Mario Odyssey or Breath of the Wild making a clean jump to the 3DS, while I could see this game doing so with some minor concessions. I think that's really down to MercurySteam's artists simply not quite being as strong as some of the past artists for this series.
Heck, I'm sure none of us would complain for a hand-drawn look, but Nintendo doesn't seem to want to do that. Of course, the polygons do have their upside, allowing for some complex animations and dynamic angles that wouldn't really be possible with sprites.
I have one other concern, and that's that the stealth segments will inevitably lead to less-interesting level design when backtracking. Zero Mission had a bit of this problem with the Chozodia section of the game, as did Fusion's SA-X rooms. And Samus Returns also had some more deliberate, video gamey design compared to Super and Prime's larger, open rooms. I hope this aspect of the game doesn't suffer as a result.
Even so, I'm still excited for Metroid Dread and will certainly be buying it. I just hope the team learned a few lessons from Samus Returns' weaker aspects so we can get a superlative sequel in this series. |
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