![]() The arrival to areas such as Burenia almost feels as atmospheric as Metroid Prime despite the external perspective, and even if you'll find a bunch of more generic designs here and there, there are distinct places and moments to remember. Art and technology go hand in hand in a much more visually pleasing whole coming from its predecessor, with some amazing environments, elaborated animations and well-directed scenes. We're also talking about a beautiful game. A certain type, however, while different and fresh, can get a bit repetitive with time. A couple of them peak compared to the rest (again, we can't get into specifics), but they're varied, cinematic, and even challenging to an almost infuriating level, in a couple of specific cases. The same happens with the bosses, which have improved greatly since Samus Returns. They keep some puzzle structure to them and, while they're nothing out of the ordinary after all, it feels great when you destroy them, knowing that you'll be granted with their signature ability. The mechanical sentinels aren't as dreadful as they seemed at first (while I still have nightmares about Fusion's SA-X), but it is true that the zones they protect really change the way you approach the game, running from them while dreading their whistle or trying to not get spotted until you charge Samus's Omega Blaster to take them down. These include some well thought-out scripted sequences, map-transforming events (we can't give examples of either), and the bigger enemies, including ambushing types, the seven E.M.M.I., and the main bosses. There are different ideas in place to break the dynamics so that it doesn't get monotonous, no matter how fun it is to basically shoot at enemies and navigate the map. This is by no means bad news for those who love their classic Metroid, as playtime usually ranges between 6 and 10 hours, and it's welcomed when devs want to keep good pace and balance in the formula. Metroid Dread lasted me nearly 8 hours at about 40% completion, which means you can be faster and watch the credits below the 7-hour mark at first attempt and on regular difficulty. Some of this was introduced with the 3DS remake of the Game Boy classic, which was constrained for obvious reasons, but this seems like the best expression so far of what can be done with the labyrinthine, ability-based premise together with current narrative and progression techniques.īut first and foremost, don't expect here the immersion and scale we will demand for Metroid Prime 4. It's a smartly-designed 2D action-platformer that takes most of the ingredients from Metroid 1-4 and combines them with a bit of modernisation and a couple of new ideas. For Metroid Dread is a pure, serious Metroid experience. ![]()
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