Like most of the Switch-owning public, I downloaded a copy of Metroid Dread when it was released earlier this month. I have to say, it’s a slick piece of work. It’s got classic Metroid design and classic Metroid gameplay. The artwork is pretty, and the animation is gorgeous.
And, well, I’m kinda disappointed with it.
Heh, I should probably be up front here. This post isn’t meant to be a review of the game, though I guess I can talk about it a bit.
I guess my problem with Dread is that I don’t feel it takes any chances. It’s certainly not the revelation that Metroid Prime was, that’s for sure. Maybe that’s not fair to complain about; Dread was never advertised as some revolutionary take on the series. Even so, I had this quiet hope that Dread would be a new Breath of the Wild: a game that would stand before the Hollow Knights, Axiom Verges, Shadow Complexes, Guacamelees, and all the other indie wannabes that have sprung up over the years, and say, “Listen up, fools, here’s how it’s done.”
Instead, it’s just another Metroid. That’s cool, I guess.
The world is lovingly crafted, but it doesn’t stand out from the other rocky/volcanic/watery/technological planets Samus has visited. Honestly, I preferred the BSL from Metroid Fusion. At least it wasn’t just another planet. The boss fights are cool, but something about them just feels rote. Super Metroid may be old enough to drink, but it set the bar pretty high. How many times are they going to trot out Kraid and his belly? I felt more impressed by the bosses in Cuphead. The ballyhooed E.M.M.I. robots that stalk Samus through certain passages are too numerous, and encountered too frequently, to be truly scary. I suppose that, if you’re sensitive enough to be shaken by games like Slender, the E.M.M.I.s might give you a chill, but I found them more annoying than anything else. The SA-X from Fusion was far more frightening, and far more rewarding to finally stand up to because it appeared rarely. The methods for laying out an E.M.M.I. are also unusually complicated. Hold L, hold R, hold Y — jeez, is this really a Nintendo game? What happened to intuitive simplicity?
Now, here’s the thing: I can already hear the voices of Nintendo fans leaping to this game’s defense. I also know exactly how they would respond to my complaints.
“Um, this is the Metroid formula, duh.”
“Um, Kraid is a perennial villain and an important part of Metroid canon.”
“Um, you complain about the game being too much like other Metroid games, but then you complain when they add new things like the E.M.M.I. What do you want?”
“Just another casual who can’t handle complex controls.”
These voices descended on a poor reviewer at the Guardian, who dared to post her shrugging review of the game. I found it when I went in search of opinions that might match my own, wondering if I was really alone in my assessment. I’m glad I wasn’t, but I can also see why people who dislike popular games don’t speak up. The worst response to the review was probably this one:
The language here concerns me. “Safe to ignore this review?” What does that mean? That the review isn’t a threat of some kind? If so, a threat to what, the foot-thick consensus of “indomitable triumph?” Also, because the reviewer has a particular notion of what a short game is, all of her points can be dismissed completely? What fragility this reveals!
I know how you guys feel; you love Nintendo, you love Metroid, and you want to feel secure that your love is worthwhile. You don’t want to hear any criticism when you’ve already made up your mind. To instantly cast aside differing opinions, however, and finding weak, tenuous reasons to do so, is dangerous. I know we’re just talking about a silly video game, but I actually think this attitude is one of the reasons why our political situation is where it is. We can’t afford to be this sensitive. It’s just a game, guys. I guess the same can be said about everything.