Metroid Dread: SA-X Chase Sequences, the Game

Have you ever heard of the videogame protagonist Samus Aran? I spent the last decade thinking of her as only a Smash Bros. character. It wasn’t until this year’s E3 that I remembered: “Oh right, she has a franchise, and an important one at that!” You’ve seen tons of metroidvania games, right? Well, her game series—Metroid—is where the genre all started. You’d think that such a monumentally important Nintendo I.P. would have a consistent track record of new releases. But after the lukewarm reception of Metroid: Other M, there hasn’t been a single tried-and-true Metroid game… until now, with Metroid Dread for Nintendo Switch (and for the record I was being sarcastic at the beginning).

Metroid Dread picks up where Fusion left off. After dealing with the X, the Federation gets sent a little TikTok of an X Parasite alive on planet ZDR. They investigate, and of course, lose contact with mission control. Time for Samus to take care of business AGAIN. Of course, it doesn’t take long for some Power Rangers villain to show up and kick Samus’ ass, making her lose her power-ups AGAIN.

Metroid Dread has a pretty standard plot for the most part. They revisit the X, which is cool, and have what I think to be the first living Chozo in the entire series, which is even cooler. But other than that, it’s your typical “run around maze-like world and do stuff” Metroid experience. It goes from zero to a hundred at the end, though. Plus, Samus is the most bad-ass she has ever been in the series.

People wanted classic 2D Metroid gameplay to return, and that’s what they got. The controls should immediately be familiar to anyone who has knowledge of the series. They even brought back hidden blocks! However, there are plenty of new toys to play with as well; it would suck if we waited this long for “just” another 2D Metroid. In addition to new power-ups, Samus can parry enemy attacks by smacking them with her arm cannon.

As a follow-up to Fusion, Metroid Dread is very scary, and very difficult. While regular combat is pretty easy, things get spicy in the E.M.M.I. Zones. Each zone has an E.M.M.I. unit within, and they REALLY wanna give Samus a shot of that COVID vaccine. But apparently, the side effects include instant death! Unless you can master the ludicrously difficult parry timing to escape, getting caught is GG. Luckily, the game has plenty of checkpoints, so it’s not a time-waster, but that fact is kind of like putting a free 1-Up at the beginning of a tough Mario level; Nintendo knew they made something that was complete BS.

Death counts will easily go into the double digits if you’re a first-timer, and aren’t good at stealth. Pretty early on, you get an item that temporarily makes you invisible, which made me think, “Well that makes things much easier.” However, there were a ton of times where I would cloak up and wait for the robot to sneak by, just for it to casually stroll right where I was. Your computer friend tells you to study their pathing carefully, but sometimes you have to think fast, and if you’re not fast enough, it’s GG. Also, there is some sort of randomness. What I think is happening is that the robot is patrolling constantly even when you’re not in the room. I think this because there were times where I came in and found the robot there, and other times where it’s wasn’t.

Fortunately, you don’t have to deal with them forever. Finding the Central Unit in each E.M.M.I. Zone and defeating the miniboss there gives you a use of the Omega Blaster. A fully charged shot from these defeats the stupid vaccine-o-trons. However, the next battle becomes finding a proper space to charge it up from, and this gets straight-up tedious.

At the very least, the boss battles are fun. They’re more complicated than past games’ strategy of spamming missiles, and they also have parry-able attacks that allow you to earn a LOT of free hits. And for the sake of nostalgia, some old friends show up once again. Just keep in mind that you take a LOT of damage in this game. Expect some tougher enemies to take up to three Energy Tanks in one hit.

Of course, nothing is more universally hated in a metroidvania than a lack of nonlinear exploration. And… *sigh* Metroid Dread is a very linear Metroid game. Not only is it linear, but it very often gates you from backtracking when you get a new upgrade. At the very least, it doesn’t straight-up hold your hand when it comes to where to go. However, they have a tendency of sneakily hiding required paths in hidden blocks. If you’re knowledgeable of the series, you should have no problem spotting them. Oh, and here’s another caveat. As you know, metroidvanias are influenced by both Metroid, and the non-linear Castlevania games (ex. Symphony of the Night). The latter had fast travel points, while Metroid never had it… and still doesn’t have it in Dread. So yeah, if you do want to get everything, prepare to do a TON of walking.

Another standout feature is that, for the first time in the entire series, the map is useful. It marks everything, from items, to types of doors, to discovered blocks, and even gives vague hints as to where an item is hidden. As nice as this is, you could argue that the charm of metroidvanias is having to decipher an intentionally unhelpful map. However, as accurate as this map is, it doesn’t give you the intrinsic skills needed to collect the items. This game has a number of obnoxious puzzles with the Shinespark, requiring mechanics new to the series that you have to figure out yourself, as well as killer reflexes.

Unfortunately, the audio and visuals leave much to be desired. While the characters look good enough, the environments are a bit bland. Nintendo’s always been better at cartoony styles, and Metroid isn’t like that. Also ,the music—other than remixes of classic tracks—is pretty forgettable. 

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Final Verdict: 8.5/10

I don’t quite know what to think of Metroid Dread. For all intents and purposes, it’s a great Metroid game, albeit with some annoying insta-death scenarios. I think the circumstances around its release have colored my impressions of it, as I initially feared it would. For being the first 2D Metroid in almost twenty years, the fact that it feels like “just another Metroid game” feels kind of like a disappointment. Plus, the $60 for a game that can easily be beaten in under fifteen hours 100% is kind of yikes. The biggest caveat is that the metroidvania subgenre has exploded in the indie scene, and considerably raised the bar (while lowering the price per product). Mechanics like fast travel are pretty much expected, plus we have Hollow Knight, which is objectively one of the most non-linear games of its kind, even moreso than Super Metroid. And as fun as this game was, it’s not one I can see myself playing again, due to its linearity and obnoxious Shinespark puzzles (even if there is probably a bonus ending if you beat it faster or something, but I’m going to play the ignorance is bliss card here (also I’m not gamer enough to beat it faster)). I can’t recommend Dread for newcomers, since it expects a lot of knowledge of the series to understand its game design. Thus, I recommend it only to devout Metroid fans.

Copy Kitty: Megaman Meets Bullet Hell Meets Kawaii Neko-Chan

I owe 100% of my knowledge of this game to one of my favorite YouTuber/Streamers, ProtonJon. The game is VERY under-the-radar on Steam, but someone was able to donate for it during Jon’s 2020 BCRF Charity Stream. The game looked insanely fun, but brutally hard. I’ve played a number of games considered tough, but I have not bested them at their pinnacle. Copy Kitty may or may not cause me to hate myself.

In Copy Kitty, you are the kawaii cat-girl, Boki. She wants to be a superhero, but has to be content with the next best thing: a simulation game made by her uncle Savant. Only one thing left to do: blow up a LOT of robots.

This is a shooter-platformer, so the story is simple, really. But to be honest, who cares about the story in a game WHERE YOU BRING ABOUT CYBER-CARNAGE EVERYWHERE?! The thing with Copy Kitty is that Boki, well, copies the powers of defeated enemies, Megaman-style. Boki has limited ammo, but can replenish it by collecting more of the same drop from other enemies of that type. In addition to that, any of the three weapons you can have on-hand (with the exception of Solo Weapons) are automatically combined into another, more powerful weapon type. 

With this incessantly simple idea, Copy Kitty becomes one of the most intricate and insane shooters I’ve seen. The different weapon combos all have unique effects, all of which look ridiculously cool. Take time learning them because the game will require different combinations to get through certain stages. 

Of course, the thing I was worried about the most was the game’s difficulty level. The campaign is pretty balanced for the most part. However, the controls took getting used to for me. You’re locked into eight-directional aiming, and you cannot move and shoot at the same time. Even worse, your very helpful dodge ability cannot be used in midair. As someone who’s played a lot of games where you COULD do that, well… just be glad I don’t stream videogames.

But here’s the catch. What I described before was just the standard playthrough. Beating the game as Boki is just the beginning. After that, you unlock Hard Mode. It’s not just a harder version of the game, though; it might as well be a completely different game, continued directly after the main story. The stage layouts are the same, but enemies and bosses are way different. Hard Mode is, to put it lightly, push-you-to-your-limits-ridiculous. I haven’t even beaten it yet, and I probably never will.

And even if I did, I would have to do it again (along with Normal Mode) as Savant, who has his own unique playstyle! Seriously, the guy’s a savage! He has less health than Boki, but his perks more than make up for that little detail. First off, he can freely fly, which makes a lot of things (like a certain recurring miniboss) easier, plus his dodge is a lot better (even if it has a stamina meter). The problem is mastering his method of attack. Savant’s weapons fire out of a little window, which is manipulated by the player at the same time as Savant himself. Only two weapons can be combined, and it has to be done manually. To offset an otherwise lack of variety, the order in which weapons are combined produces different results. Depending on the weapon used, Savant’s window will either follow him, cling to walls, and more. Coordination (and a lot of mashing the B button to reset his window) is key to mastering Savant.

However, the game still isn’t done yet! There’s also Endless Mode, which is, actually, one of the more forgiving modes of its kind. Healing is pretty generous, and you can start from every five waves. There is a LOT to it, though. Each set of ten waves is contained within a specific biome, of which there are thirty-seven. Beat the biomes on Normal Endless Mode to unlock additional, harder variants with the other biomes. Also, try Pandemonium, where every enemy attack pattern is randomized. Plus, a rare enemy encountered only in this mode will unlock the secret 13th world in Story Mode.

If this game didn’t seem enough like capital punishment for completionists, then here’s more. There are also marathon and boss rush modes, which are self-explanatory enough. Also, every state of the campaign has a Target Damage limit, and not taking more than the indicated amount of damage gets you a gold star for the stage. Fortunately, this condition doesn’t exist whatsoever in Hard Mode, which still makes Copy Kitty more lenient than what you’d expect. And one more thing that I can’t dedicate to a new paragraph, the Steam Page implies there’s a level editor. I couldn’t find it; it’s probably locked behind some insanely hard prerequisite.

As far as looks are concerned, Copy Kitty is very appealing. Although the 3D textures look a bit bare-bone, the character designs are quite memorable. Plus, the sensory-overloading violence, especially if particle effects are set to the highest intensity, is extremely pretty. The backgrounds are very cool and cyber-y as well.

The soundtrack is very EDM-heavy, with some rock elements. Despite how little I care about either of those types of music, Copy Kitty’s soundtrack is solid, with good enough variance. The problem is that I consistently ran into a bug where the sound effects would just die, and I would have to lower the game audio to insanely low levels to barely hear them. And since I got so used to it like this, the occasion they came back on made the game feel really overwhelming and it was hard to concentrate. It’s a shame, since the sound effects are really satisfying. I’m new to PC gaming, so it might be a problem with my sound card (I know ProtonJon didn’t have that issue when he streamed this).

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Final Verdict: 9.25/10

Copy Kitty is a fantastic, replayable arcade shooter that’s well worth the money. Just keep in mind that, depending on how non-gamer you are, a lot of it could be above your paygrade. 

Ori and the Will of the Wisps: A Beautiful, Death-Trap-Infested Game

I never played Ori and the Blind Forest, but I did watch Josh Jepson and ProtonJon play through it, hence my interest in the sequel: Ori and the Will of the Wisps. I needed a metroidvania to keep my mind off of the upcoming Ender Lillies. So yeah, that’s why I decided to buy this (also the fact that Sakuna: Of Rice and Ruin had been murdering me at the time).

Ori and the Will of the Wisps picks up right where the first game left off. Ori and the gang watch over the bird egg that was left behind until it hatches into a baby crow named Ku. After much trial and error, Ori helps Ku learn to fly. And while flying, they happen upon some island that seems to be in a BIT of a bind.

Will of the Wisps is nowhere near the emotional gut punch that Blind Forest was. While the opening sequence is startlingly similar, the only emotional aspect is “Oh no our burb couldn’t fly” versus “Holy crap my mother just DIED”. There is a part at around the one-third point that is utter tonal whiplash. And five minutes after that, it’s like “OKAY BACK TO VIDEOGAME AGAIN”. We get to find out the identity of the super-deep narrator in this game, which is pretty cool. Other than that, it’s pretty typical videogame stuff.

The game has a LOT of character, thanks to how it presents itself. The hand-painted-like visuals and orchestral soundtrack give Will of the Wisps the same whimsical feel as the previous game. While none of the individual tracks really stood out to me, they do a good job dynamically changing as you go through a given area. The Switch version does have some loading issues if you move too fast (fortunately it doesn’t happen when speed matters), and takes over a minute to boot-up. But hey, at least it’s not Sonic 06.

If you’re wondering if you need to play Blind Forest in order to enjoy Will of the Wisps, don’t worry; the gameplay has changed a LOT. While Ori still gets his usual mobility options, combat is completely reimagined. Ori doesn’t have his Jiminy Cricket friend from last time, so instead, he gets a SWORD. Ori’s sword has great range, and moves fast; like the optimal melee setup in Hollow Knight but without the needed charms. This attack, along with many other abilities, need to be assigned to Y, X, and A. You find a lot of abilities, by either interacting with trees or straight-up buying them. Because of this, combat has a lot more depth than the previous game. Plus, your attacks pack a real wallop, which can stun enemies or send them flying. Uniquely enough, you can un-assign your standard attack if you so choose. But in any case, you can re-assign your moves instantly at any time, so it’s not that big of a deal.

But that’s not all! There’s also spirit shards. These are basically charms from Hollow Knight, but they all take the same amount of slots. They have perks, from being able to stick to climbable walls, to having applications in combat. Some of them can be upgraded, and it’s definitely worth doing (even if they cost more than a pretty penny). 

As far as being a metroidvania is concerned, Will of the Wisps does a great job. I still have doubts that any metroidvania could beat Hollow Knight in terms of exploration, but I had a great deal of fun running around this new world. The map marks off most points of interests for you, but if you want to know where everything is, you’ll have to pay the map guy. There is also a lot more to do compared to Blind Forest. In addition to the Life Cells, Energy Cells, and secret pockets of cash scattered about, you have to worry about fun combat shrines, less fun speedrunning challenges, and hidden spirits shards. You also have Wellspring Glades, the dedicated hub area. To spruce this place up, you need to find Gorlek Ore to fund various projects, and seeds to plant to allow access to other parts of town.

If you aren’t too familiar with Blind Forest, then you might be wondering what exactly makes Ori stand out from the other nine hundred ninety-nine metroidvanias out there. Pretty early on in the Ori games, you obtain the bash ability. At the push of a button, this move allows you to grab hanging lamps, enemy projectiles, and enemies themselves to literally yeet Ori in any direction of your choosing. You can use this to redirect projectiles back at the enemies, but more often than not, you use this for some straight-up ridiculous platforming. Will of the Wisps gets more insane when you obtain the new grapple ability. This thing has obscene range, able to grapple to targets practically offscreen. However, it’s a lot touchier compared to bash because this one doesn’t let you change the angle that Ori is launched in.

These crazy movement abilities allow the Ori games to have some really cinematic chase sequences. They were pulse-pounding in Blind Forest, and the ones in Will of the Wisps are no slouch. But as fun as they are, there are tons of chances for instant death. If you’re going for the no-death challenge, then… prepare to hate these sections of the game.

Blind Forest was notoriously difficult. By comparison, however, Will of the Wisps is significantly easier. The wider range of combat options make most enemies a joke, even with a shard that greatly increases their stats in exchange for more money. It is still easy to die, but the incredibly generous checkpoints kind of encourage more reckless play. The chase sequences are also a lot shorter and easier this time around. I haven’t played the game on hard mode, since it—you know—would require another playthrough, and I don’t exactly have the luxury to replay a game, but I imagine that veterans will want that mode right out of the gate.

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Final Verdict: 8.75/10 

Ori and the Will of the Wisps is a great metroidvania that’s much better than its predecessor. I recommend it if you like Ori and this type of game in general.