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Metroid Dread lands on the Nintendo Switch after nearly 19 years of speculation about the next chapter of the series. At first blush, the Metroid franchise may not seem like a horror game, but the series is rooted in strange, isolated areas and lurking danger. it is the most horror-driven series in Nintendo’s holdings outside of Eternal Darkness: Sanity’s Requiem and the chances of a new installment or even re-release of that game are about as thin as the atmospheres of the worlds Samus Aran explores in the Metroid series.

But what about Metroid Dread? Horror-discussion aside, how is the game? Is this a game that was worth waiting nearly two decades for?

What is Metroid Dread?

Metroid Dread is the sixth entry in the classic Metroid franchise. The series spun off in the Gamecube era with Metroid Prime – a first-person series. The classic Metroid style of gameplay is an action survival series where players control the lone, armor-clad Samus Aran as she runs missions for the Galactic Federation and often tangles with dangerous parasitic aliens – initially the Metroids, but later the X parasites. The games are 2D with Samus utilizing a variety of powerful abilities and weapons to fend off hostile environments, technology, and aliens.

Metroid Dread does not stray far from the formula, which is probably for the best as it is a formula that people still very much crave. The Metroidvania genre, a portmanteau of Metroid and Castlevania, is still quite alive and well, with many independent games of the genre, like Hollow Knight, finding critical and commercial success.

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Metroid Dead takes the initially expected gameplay of the series but adds in the wrinkle of more survival-oriented sections where Samus can do little against a nearly invincible enemy. This creates a new flow of gameplay and results in extremely tense moments of gameplay.

Metroid Dread (Switch) screenshot of Samus Aran in a new suit
Samus has never looked cooler… well, wait until later on in the game as she rebuilds her armor.

What Works With Metroid Dread

The shift in gameplay in Metroid Dread is interesting. Moments of exploration and puzzle-solving utilizing Samus’ vast array of abilities tied to her suit are generally the most relaxing aspects of the game. Exploring and back-tracking as the mercy of Samus’ abilities as they are recovered creates a number of environmental puzzles. It is especially fun when you make note of areas you explore to come back to later when you recognize you need a specific ability. The shift, however, comes from the E.M.M.I. zones.

The E.M.M.I. are the most significant figures in the game’s branding outside of Samus Aran, and for good reason, as you see them a lot. Perhaps, more to the point, you hear them a lot. The game creates moments where exploration gives way to stealth in E.M.M.I.-specific chambers where Samus must utilize stealth and acrobatics to avoid a nearly invulnerable enemy. These robots will hunt Samus down at high speed with unnerving movements and make loud, bat-like echolocation chirps. It gets bad enough that even the sound of an E.M.M.I. somewhere in the zone is enough to unnerve you. Raising the tension, these robots are relentless and will result in an instant game over 99% of the time, as the parry window when caught is unnervingly limited. It is a fascinating role reversal in a series where Samus is the defacto badass and warrior and flips the series on its head.

It helps that the controls and genuinely tight for both styles of gameplay. Samus has never controlled better with incredibly cool abilities that showcase her agility, but also capable of illustrating her sheer power. The relatively new parry-system, an upgrade from Samus Returns, works wonderfully here and can be done on the move. If you want to play an aggressive Samus you totally can, and it works. But just as fun can be the defensive and evasive Samus who can use stealth, the morph-ball, and sliding to get around zones while being chased.

The game’s atmosphere and presentation are also the best in the series so far. The attention to detail to Samus’s motion, even on a 2D plane are impressive. When going into aiming mode you can make out her pose changes by the context of the environment and obstacles, such as holding onto walls to steady herself as she aims. The game is also gorgeous. While the Switch is not a powerhouse system, Nintendo’s focus on art design makes up for the technical lack, especially character and creature designs. This may be the coolest Samus has ever looked.

The animal-like E.M.M.I. can be the stuff of nightmares.

What Didn’t Work With Metroid Dread

With the increased functionality afforded to a seemingly more agile Samus Aran, the controls can be confusing in an E.M.M.I. encounter. Between sliding, the morph-ball, and shinesparking you may find yourself inevitably mixing up buttons or triggering the wrong action. Not that it is the fault of the game, per se, but the abundance of options in a high-intensity scenario like an E.M.M.I. chase can prove overwhelming at times, and may be overly punishing given the low chance of an escape once caught. Mercifully, the game helps reduce the frustration by returning Samus just outside of the zone upon a game over, whereas elsewhere returning her to the last save room on a game over. It is a reasonable accommodation for sequences that essentially strip Samus of her power.

One of the more annoying hallmarks of the series continues in Metroid Dread with the destructible walls. While many can be identified by paying close attention to the environment, there are others where the clues are so subtle that you may not be able to detect them without firing missiles all over the place. This is rare, but it still happens. Something things never change. Another issue is somewhat punishing bosses which often feel repetitive within their own fights with not as much variation and differing phases in each encounter. You’ll find yourself pelting a boss with so many missiles you may be asking yourself “how is this thing still not dead?”

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Unfortunately, the music doesn’t live up to the heights of previous titles. While many tunes in Metroid are minimal, fitting the alien environments, there are still some fantastic melodies present. it feels less like the case here. The most iconic tunes still seem to be series staples carried through the series. Nothing that lives to the height of Ganadrayda’s Theme in Metroid Prime 3: Corruption or the classic Brinstar theme.

Samus’ adventure carries shocking revelations for fans of the series.

Bottom Line

An anticipated return to a series that hardcore fans have clamored for close to 20 years that lives up to the hype. This is definitely an evolution in presentation and atmosphere, but it still retains enough classic gameplay that will appeal to fans and more hardcore gamers. Casual players may find themselves a little more challenged compared to most games these days, but that probably makes the rewards all the better.

Now, hopefully, we won’t have to wait another decade or two for a follow-up. At least we know Metroid Prime 4 is on the way. If you have a Switch, get Metroid Dread and play it a couple of times and really take in the love and attention to the franchise developer MercurySteam put into it.

Metroid Dread was developed by MercurySteam and published by Nintendo. You can purchase Metroid Dread wherever video games are sold (note we are an Amazon affiliate, so we may earn money if you purchase through that link) or via the Nintendo eShop. 5 out of 5 stars (5 / 5)

Have you had a chance to dive beneath the surface of planet ZDR? What do you think about the latest chapter in the Metroid series? Let us know in the comments.

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David Davis is a writer, cartoonist, and educator in Southern California with an M.A. in literature and writing studies.

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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