Metroid Dread (or simply Dread) is a two-dimensional lateral scroll adventure video game of the Metroid series developed by Mercury Steam and edited by Nintendo, released on October 8, 2021 on Nintendo Switch. It is the fifth episode of the main Metroid series and the direct suite of fusion out on Game Boy Advance in 2002. The game is initially developed by Nintendo for an output on the Nintendo DS portable console. It is discovered for the first time in 2005 on an official internal list of games, written by Nintendo, and supposed to be revealed to the Electronic Entertainment Expo of 2005, or even in 2006. However, it is never revealed during these conventions, And is the only title of this list to never have been. The flagship designer of the Metroid series, Yoshio Sakamoto, questioned about the Metroid Dread project and its scenario, confirms in 2010 that it has existed at a certain time. He specifies that if the development of it had to be resumed, it would be started from scratch.
At the E3 2021, Nintendo finally unveils the revival of the game for an output on Nintendo Switch. The development is entrusted to Mercurysteam, who had impressed Yoshio Sakamoto by his work on the remake metroid: Samus Returns released in 2017 on Nintendo 3DS.
Nintendo has announced the output of a trial version of the new Metroid Dread. The demo is available from now through the Eshop, and has been published for the celebration of the Halloween season, along the curious image of a Samus pumpkin like the one you have above.
The Metroid Dread test begins with the same beginning of the complete game, at the time when Samus Aran lands on the planet ZDR in search of parasite X and robots sent by the Federation. It will allow us to face the first two Emmis (counting on tutorial), and will last approximately 30 minutes, sufficient to boast a large part of the virtues that Dread has to offer.
My companion Víctor Martínez also commented on the analysis of the last title of MercurySteam, where he highlighted his logic, the design of his mapping and his plasticity when adapting to more open or more linear contexts.
The abundance of metroidvanias and the infinite ways in which the genre has been worked in recent years make me reconfort a little that there is a game as Metroid Dread, on horseback between the conservative and the timeless, designed with head and good hand; Remarkable, up to the circumstances, perfect to leave us with a good memory of this Samus until it touches me in her helmet again, let s hope it soon.
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