Metroid Dread and the Switch OLED model are made for each other

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Metroid Afraid and Nintendo’s new Switch model, which features a larger, more vibrant OLED screen, seem made for each other, or at least Nintendo’s latest Metroid game seems destined to show what the latest Switch hardware can do.

There are moments in the first hour of Metroid Dread where that seems obvious, like scenes where the bounty hunter hero Samus Aran walks into a completely dark room with only the glow of his power armor piercing the darkness. Those deep blacks also spread through otherwise well-lit areas, with negative dark spaces in almost all areas of AfraidIt is an omen of a new planet. Even the game’s user interface stands out on the new system screen; Metroid’s well-known branching map stands out brilliantly against the blue-black background, as does the vibrant red and white logo of Afraid.

While playing the first hour or more of Metroid Dread During a recent hands-on event in New York City, a thought repeatedly popped into my head as I played on that crisp 7-inch OLED screen: “Oh no. I want is. I do not need is. But I want this. “

Samus melee attacks an enemy in Metroid Dread

Image: Mercury Steam / Nintendo

I couldn’t properly assess the other advantages of the new OLED model of the Nintendo Switch, such as the improved audio output from the system speakers (I opted for the provided headphones) and the wired Ethernet port. And I found myself too engrossed in Metroid Dread To separate the Joy-Con and the futz with the Switch’s new kickstand design – it’s a full-width flap, which would appear more stable than the Launch Switch’s existing 3/4-inch kickstand.

Let’s call that a will of Metroid Dread, which begins with a compelling mystery and immediately puts players in danger. There is little downtime; Samus Aran is informed by the Galactic Federation that the deadly X Parasites, believed to have been wiped out after the events of Metroid Fusion, Has survived. She has been sent on some kind of rescue mission; EMMI security sentries sent to investigate that claim on planet ZDR have disappeared, and it is up to the properly vaccinated Samus to find out what happened.

Upon reaching ZDR, Samus finds herself in a familiar situation: exhausted of her powerful abilities and seeking an escape from the planet. During the first hour of the game, I regained some of those abilities, including her Charge Beam, the Spider Magnet (which allows her to climb certain walls and ceilings), and the Phantom Cloak (which helps her avoid detection for now – EMMI bots dishonest). An early update to the series doesn’t appear during that first hour: Morph Ball. Instead, Samus can slide gracefully through openings in the walls to her waist.

Samus slips through a gap while being chased by an EMMI in Metroid Dread

Image: Mercury Steam / Nintendo

I didn’t spend a lot of time with that Ghost Cloak. Its stealth functions can be used to avoid some doors that are locked when proximity detectors detect that Samus is nearby, but it will be even more useful when chased by EMMI robots. Not only are they relentless, they can kill with a single blow. If one takes Samus from him, it’s almost certainly game over. There is a last minute escape maneuver, but initially I found it difficult to carry it out reliably. I’m sure when Metroid Dread It will be shipped on October 8, I will practice a lot.

The first bosses are also relentless. I died often, trying to perfect my aim against the weak points of the monsters. But the penalties for dying are not harsh. The game offers spacious save rooms and there are generous checkpoints. It was more the shame of dying; I had no recollection of previous Metroid games sending me to a game over state so often.

Some of that can be attributed to unfamiliarity with Metroid Dreadmap of. And there are many times when an EMMI will stalk Samus, and I found myself going into a panicky scan mode, desperately trying to run beyond an EMMI’s auditory detection range, but having no idea where I was going. Despite my deaths and a few stressful, aimless races, the fear of getting caught by an EMMI adds a nice, flavorful flavor to the familiar Metroid formula.

Samus points the Omega Blaster at an EMMI in Metroid Dread

Image: Mercury Steam / Nintendo

There’s an adrenaline rush that comes with those close encounters with EMMI, particularly when Samus temporarily charges up with Omega Blaster energy to take one down. This happens sometimes in Metroid DreadIt’s the first hour, and it’s as intense as a Metroid battle. Here’s what happens: After defeating a mini-boss, Samus drains his energy and stores a large amount of Omega energy in his Arm Cannon. You will soon have to face an EMMI, using the L button to freely aim at its head, slowly charging the barrel with R and releasing the blunt beam with the Y button when ready. Yes, it takes a bit of a crab claw with your fingers to get that move out, especially under pressure, but that requirement also adds to the stress of these dangerous encounters.

It’s these moments, and the finely honed game loop that the creators of Metroid seem to have fulfilled once again, that keeps me waiting the most. Metroid Dread next month. Of course I want 100% of the map, find every energy tank and missile upgrade, and see the story through (Afraid will conclude with the arc of the main series).

But what I look forward to the most is becoming an EMMI expert assassin and getting revenge on Samus during that first full hour of game over. And, if my resolve doesn’t stick, spend $ 349.99 on that shiny new Nintendo Switch model.

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