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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.

Gaming

Stygian: Reign of the Old Ones (2019), a Game Review

Stygian: Reign of the Old Ones (2019) is a tactical role-playing video game developed by Cultic Games, evoking Lovecraftian horror.

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Stygian: Reign of the Old Ones (2019) is a tactical role-playing video game developed by Cultic Games, evoking Lovecraftian and cosmic horror. Published by Fulqrum Publishing, this game is available through Linux, macOS, and Windows. This review will cover the $19.99 Steam release.

The Great Old Ones have awakened, exiling Arkham after the events of Black Day. Design your character and face the abominations of Arkham. Explore the 1920s through a Lovecraftian aesthetic as you unravel the secrets that plague Arkham, facing unknowable cosmic horror and malicious abominations.

The eye icon with tentacles reads Stygian: Reign of the Old Gods. To the left hand side is a woman in a 1920s dress. To the right is a blue abomination.
Stygian Promotional Art

What I Like Stygian: Reign of the Old Ones

The depth of character creation starts the game off on the right foot. While appearance has various options, the game provides greater variety in motives, age, and origins, adding different gameplay elements. For example, age reflects lived experience and physical competency. The younger your character, the less experienced but more physically capable. This dynamic requires trial and error to find the best choice for you.

The paper cutout art provides a unique interpretation of a familiar (but stylish) Lovecraftian aesthetic. While not the most haunting execution of the Lovecraftian, it still manages to unsettle and unnerve while maintaining visual interest. That said, if the style doesn’t suit the player’s taste, Stygian: Reign of the Old Ones might leave that player wanting.

While I find the story engaging and the mysteries worth exploring, there’s a massive caveat to that claim. Regardless, if you fancy the Lovecraftian, few care as deeply and express as much knowledge of the genre as Cultic Games in this installment. This love and knowledge shines through in the often subtle allusions and references to the expanded universe. It may earn its place as the most Lovecraftian game out there.

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The characters vary in interest and likability, but there’s usually something about them to add to the overall mystery. Naturally, this remains most evident in the companions that accompany the player on their journey.

In terms of horror, Stygian: Reign of the Old Ones achieves notable success. Despite the subjective points of aesthetics, the game brings out the most unsettling and uncomfortable elements of Lovecraftian and cosmic horror.

White background, rubber stamp with disclaimer pressed against the white background.
Disclaimer Kimberley Web Design

Tropes, Triggers, and Considerations

With an understanding of the Lovecraftian comes the question of how to deal with racism. Most properties try to remove this context, but Stygian: Reign of the Old Ones recognizes the text and era (the 1920s) with caricatures such as a lunatic in blackface. I won’t say it fully explores these toxic elements, but it’s not painted in a positive light.

Insanity and mental illness play a large role in the mechanics of the game, such as becoming a key component of casting spells. Loosely related, drug addiction and usage are mechanics with varying degrees of necessity depending on your build.

If these are deal breakers, perhaps give Stygian: Reign of the Old Ones a skip.

Several listed classes on the left hand side. At the center of the screen shows the Explorer class with their dog.
Stygian Character Selection

What I Dislike about Stygian: Reign of the Old Ones

In terms of story, this game is unfinished, leaving many plots, quests, and arcs with unsatisfying cliffhangers. My understanding is that Cultic Games planned to finish the game, but money ran out, and the focus shifted to an upcoming prequel. I imagine the goal is to use this new game to support a continuation. But that doesn’t change the unfinished state of Stygian: Reign of the Old Ones. The beginning and middle remain filled with content, but the final act (loosely stated) falls monstrously short.

While this unfinished state mostly affects content, I did run into game-breaking bugs. From my understanding, these bugs completely hinder progress. Most are avoidable, but some are unlucky draws.

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It’s these points that make this a challenge to recommend, requiring the potential player’s careful consideration.

Final Thoughts

Stygian: Reign of the Old Ones accomplishes what many games fail, bringing to life the Lovecraftian. Unfortunately, this game falls short at the end and leaves game-breaking bugs as potential deterrents for full enjoyment. If what you read above entices you, it may be worth the investment. However, it’s unfair to recommend this game within its compromised state.
2 out of 5 stars (2 / 5)

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Ashen (2018), a Game Review

Ashen (2018) is a souls-like action RPG developed by A44 and published by Annapurna Interactive available across all platforms.

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Ashen (2018) is a souls-like action RPG game developed by A44 and published by Annapurna Interactive. This game provides a single-player and multiplayer experience with passive multiplayer mechanics. For this review, I am discussing the 39.99 Steam release, but it’s also available in the Epic Game Store, Xbox, Nintendo Switch, and PlayStation.

In this bitter world, your character seeks to make a home for yourself and others. This goal requires you to fight for every inch of land, building connections and alliances to maintain a thriving village. Venture further to make the world a more hospitable place, but know the further you travel, the greater the threats.

The beginnings of a small village. A man waits by a pillar, facing the player.
Ashen Vagrant’s Rest

What I Like about Ashen

In 2017, Ashen earned a nomination for the Game Critics Awards’ “Best Independent Game.” It would later earn several more nominations in 2019. At the National Academy of Video Game Trade Reviewers Awards, it received nominations for “Game, Original Role Playing” and “Original Light Mix Score, New IP.” It was nominated for “Most Promising New Intellectual Property” at the SXSW Gaming Awards. Finally, at the Golden Joystick Awards, it earned a nomination for “Xbox Game of the Year.”

The multiplayer experience remains essential for Ashen, focusing on you and a partner venturing together to explore an open-world environment. However, the single-player experience is my focus and the game accounts for this gameplay. Ashen often pairs you with a villager who helps with the challenges.

The art style remains a plus throughout the gameplay. Though muted in colors and lacking finer details, the style creates a unique world that allows players to get lost along their journey. If the aesthetic doesn’t evoke that curiosity, then Ashen becomes hard to recommend.

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Vagrant’s Rest and the inhabitants remain a strong incentive to continue on your journey. Seeing the progression of the town and building connections with the people provide the most rewarding experience.

In terms of horror, the art style often evokes an eerie atmosphere. However, I won’t go so far as to say the game is haunting. Instead, it evokes emotions that can unsettle and unnerve the gamer.

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Disclaimer Kimberley Web Design

Thoughts and Considerations

The souls-like influence remains straightforward. Progression requires the player to defeat enemies and collect currency for weapons or certain item upgrades. Ashen simplifies and focuses its gameplay, reducing variety to polish its choices. The gameplay remains fluid, with a few hiccups that might be a computer issue.

If you prefer magic or defined classes, the gameplay doesn’t enable this variety. Item upgrades and choices define your playstyle, allowing most items to be playable at any stage of gameplay.

Weapons make a greater difference in playstyle. Most of these differences are self-evident (i.e. blunt weapons are slower but stun), but upgrades make any weapon viable. You pick an aesthetic and function, sticking with it until something better catches your eye.

A character helps another limp away, using a spear to help walk. Above reads Ashen.
Ashen Promotional Art

What I Dislike about Ashen

As mentioned, the game had some technical issues. I often assume this to be my computer, but I did note a few others mentioning similar issues. The gameplay remains fluid, so take this comment as a small point of consideration.

With limited roleplay options, liking the characters or art style remains essential for your time and money investment. As mentioned, the game doesn’t hold the variety of FromSoftware, which means their selling point comes from that unique art style and world. 

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Passive multiplayer is a major part of the marketing for Ashen. While I don’t mind this mechanic, 6 years after release reduces the overall impact. When so few wanderers appear in your game, it’s hard to see the overall appeal.

Final Thoughts

Ashen delivers a highly specialized souls-like experience, preferring to perfect what it can at the cost of variety. If the art appeals and the thirst for a souls-like has you wanting, Ashen stands as a strong contender. However, there are many contenders which make this hard to overtly recommend.
3 out of 5 stars (3 / 5)

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I Have No Mouth, and I Must Scream (1995), a Game Review

I Have No Mouth, and I Must Scream (1995) is a point-and-click horror game based on Harlan Ellison’s award-winning short story.

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I Have No Mouth, and I Must Scream (1995) is a point-and-click horror game based on Harlan Ellison’s award-winning short story of the same name. Developed by Cyberdreams and The Dreamers Guild, this adaptation brings a new perspective to a familiar story. I heard of free purchasing opportunities for this game but cannot verify the quality. For this review, I played the 5.99 Steam release.

Play as one of the remaining humans on earth: Gorrister, Benny, Ellen, Nimdok, and Ted. Each faces a unique challenge from their common torturer, the AI supercomputer known as AM. Chosen by AM to endure torment, these challenges require the participants to face their greatest failures and tragedies.

I Have No Mouth, and I Must Scream Cover Art. A mutilated face with no mouth.
I Have No Mouth, and I Must Scream Cover Art

What I like about I Have No Mouth, and I Must Scream

Having experienced this story a few times, Harlan Ellison provides the most substantive execution of his vision and moral questions in this game. While all have individual merits, I assume the added content and context better dive into the relevant points he hoped to explore. He also played the voice of AM, giving us the emotional complexity of the machine as he saw it.

As the above comment indicates, I Have No Mouth, and I Must Scream remains a faithful adaptation with only one notable change. While that one change does reflect in that character’s journey, it uses that opportunity to the fullest. Where the short story left room for potentially inaccurate interpretations of the characters, this added context makes us better understand them.

The game’s writing remains a selling point for this story-driven experience. It dives further into the lore of the human characters and even allows further development of AM in the process. There are many ways to progress, and the multiple characters allow gamers to adventure further if stuck. That said, progressing individual characters to complete their journey remains essential for the true ending and experience.

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As a point-and-click game made in 1995, I Have No Mouth, and I Must Scream holds up well. In many ways, it pushed the genre in its time with dynamic storytelling and game features. Harlan Ellison was someone who pushed boundaries to challenge himself and others. He saw the gaming industry as another opportunity to evoke story-driven art, a focus reflected here.

White background, rubber stamp with disclaimer pressed against the white background.
Disclaimer Kimberley Web Design

Thoughts, Triggers, and Considerations

I Have No Mouth, and I Must Scream adapts a dark and bleak story from an author notorious for his dark material. This game is no exception to that standard. Mental illness, sexual assault, genocide, and torture envelop the game. These elements are handled with attention but remain triggering to those sensitive to such dark material.

If these are deal breakers, I Have No Mouth, and I Must Scream will likely earn a skip.

A cartage with red flames, a face in a circuit.
I Have No Mouth, and I Must Scream Game Cartage

What I Dislike, or Considerations, for I Have No Mouth, and I Must Scream

While the short story remains a haunting example of fiction in every sentence, I Have No Mouth, and I Must Scream doesn’t evoke the same tension. It allows room to breathe or refocus on another character, which reduces the horror such a story evokes. While the characters participate in their torment, the loss of agency and hopelessness doesn’t translate in the execution.

Some mechanical and gameplay issues are noteworthy. For example, the saving mechanic remains dated, piling up if you save often or for specific reasons. Most of the mechanical issues stem from outdated UI from a gamer of a more modern era. Play it long enough, and elements start to click, but it needs that user investment.

Point-and-click caters to a niche audience, so modern gaming audiences aren’t inherently the demographic. The puzzle-solving and gameplay won’t win you over if the genre isn’t to your taste. Even within the genre, many of the puzzles remain challenging. For fans of the genre, this likely earns a positive merit. For those looking to continue the short story, this challenge will prove an obstacle.

Final Thoughts

I Have No Mouth, and I Must Scream provides a new opportunity for the award-winning story to reach new audiences and continue to grow. Not satisfied with repeating his story in a new medium, Harlan Ellison expands this bleak world through the point-and-click game. While not as haunting as the short story, this game provides the most context and development of any adaptation before it. 4 out of 5 stars (4 / 5)

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