![]() ![]() ![]() While Metroid initially presented itself as another 2D game, its developers were unafraid to present you with seemingly impassable obstacles such as a gap that was just a little too small to fit through or doors that couldn’t be unlocked through any means you can imagine when you first encounter them. Most video game worlds were conquered from left-to-right or, on occasion, top-to-bottom. It might seem strange to some gamers now, but before Samus Aran’s ship landed on Planet Zebes, players were accustomed to following linear paths through video game levels. Of all the ways that Metroid has done things differently, it’s the ways it changed how we explore video games that have had the most lasting impact. What we do know is that Dread will be the latest entry in a proud line of Metroid adventures that task us with exploring, searching, and uncovering hidden passages in all the back-and-forth ways we’ve come to expect from this series over the last 35 years. Upcoming Nintendo Switch game Metroid Dread promises to end the story that began in 1986’s Metroid, but that remains to be seen. After all, the galaxy is never really at peace in the Metroid franchise. While that spoken dialog may have felt revolutionary, the words themselves weren’t entirely accurate. Metroid had always been a little different, though. After all, spoken words in games were still uncommon in 1994, and most other 16-bit titles were more than happy to be able to relay important dialogue through text. The galaxy is at peace…” out of the SNES sound chip for Super Metroid. ![]() Whenever Metroid comes up, I always think of how hard it must have been to squeeze the phrase “The last Metroid is in captivity. ![]()
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