-
There’s something a bit strange about Metroid
Dread.
-
This is a full on Metroidvania. It takes place
in a sprawling, interconnected, ant farm of
-
a world. You’ll need to scour the map to
find Samus’s various abilities - and then
-
backtrack through the world to use those powers
to unlock new areas.
-
This is a game where you explore and navigate.
And unlike some games in the franchise, there’s
-
no one telling you where to go - you need
to figure it out for yourself.
-
And yet - I’m not sure I really figured
out anything for myself. When I played Metroid
-
Dread I seemed to just magically end up in
the right place. And I don’t think I ever
-
got lost for more than a few minutes.
-
How on earth does that happen? How is this
game both linear and non-linear… at the
-
exact same time? Something fishy’s happening
here.
-
So I decided to play through the game again.
-
This time, in true Boss Keys style, I did
it with a pen and paper and an analytical
-
eye. And what I realised was pretty interesting.
-
You see, behind the scenes, developer Mercury
Steam is using all sorts of clever tricks
-
and techniques to - essentially - guide you
through the game. To pull you through the
-
world of planet ZDR, like you’re tied to an invisible
rope.
-
And so in this video, I want to show you these
techniques - these tricks that make it easy
-
to find the way forward, and hard to get lost.
I’m Mark Brown, this is Boss Keys, and this
-
is why you didn’t get lost in Metroid Dread.
-
Check out this tiny bit of level design. Samus
can squeeze through this gap by using her
-
basic, built-in slide move. But at the other
end, she pops out of a hole that’s slightly
-
above the ground. That means she can’t slide
back through - and whatever’s on the left
-
side of this gap will be completely inaccessible
until much later on, when she finds the morph ball.
-
Until then, it’s a point of no return.
-
Now, Metroid Dread is absolutely full of these.
You’ll drop down into places where you can’t
-
jump back up, slide down hills that are too
steep to climb, plop into water that’s too
-
deep to swim out of, step on giant fidget
spinners that close off reverse access, walk
-
through giant doors that lock tight behind
you, and so on. And so on.
-
So what’s the point? Well, I think it’s
about combatting a Metroidvania problem that
-
I call the “ever expanding explorable area”.
And it’s basically this: at the start of
-
a Metroid game, you are restricted, by your
abilities, to a tiny part of the map. Which
-
means it’s not too difficult to find the
path forward. Like, after you get the missiles
-
in Super Metroid - even if you can’t figure
out where to go next, there’s literally
-
only 13 rooms to check.
-
But as the game goes on, and you uncover more
and more of the map, the explorable space
-
grows and grows. Once you find the power bomb
in that game, there are well over 100 rooms
-
accessible to you. Finding the path forward
can be an overwhelming prospect.
-
That's why it's called an EEEA.
That's the sound you make when you
-
realise the scale of the task ahead of you.
EEEA!!
-
But now look at Metroid Dread. We start the
game in Artaria - and travel through a whole
-
bunch of different areas - including a large,
maze-like EMMI zone. And a semi-submerged
-
cave system to the west. Then we get the Phantom
Cloak. And if we’re not sure where to use
-
it, do we need to check every single room
in Artaria?
-
No - because if you travel in the wrong direction,
you’ll find that this whole section of the
-
map is actually, completely inaccessible.
Three passageways are too tight to squeeze
-
through until you have the morph ball. And
in one room - a fiery plant has inexplicably
-
appeared, and it can’t be pruned without
the ice missiles.
-
So it means your explorable space is
actually pretty small.
-
And this is something that happens throughout
the game - at many, many points throughout
-
Metroid Dread, the designers temporarily lock
you into a small segment of the world map.
-
This makes it easier to find the way forward,
because you only need to keep a small part
-
of the map in mind at one time - your cognitive
load is pretty small. But it also makes it
-
very difficult to get lost because, when Metroid
Dread wants to - it can physically stop you
-
from going too far in the wrong direction.
-
For the most part, though, you’ll never
even know its happening as these points of
-
no return seamlessly appear behind you.
-
Okay, so Metroidvanias are about finding abilities
- the game’s keys, so to speak. And then
-
finding the place where those abilities are
needed to make progress - as in, the locks.
-
Now, most games in the genre sprinkle the
locks and keys all over the map, forcing you
-
to zig zag back and forth across the world.
You might find the Boost Ball in Phendrana
-
Drifts, but it’s used to unlock an area
all the way back in Chozo Ruins.
-
Now. Here’s the world map of Metroid Dread’s
planet ZDR.
-
I’m going to put the location of 13 of the
game’s 22 abilities on the map. And now,
-
I’m going to put the location of the rooms
where those abilities are needed to make progress.
-
And what you’ll see is that in all of these
cases, the lock is just around the corner
-
from the key. Literally, in the same biome.
So, you get the bomb in this part of Dairon,
-
and use it a few rooms over, also in Dairon.
You get the ice missiles on the west side
-
of Ghavoran, giving you access to a room on
the east side of Ghavoran. Get the cross bombs,
-
and they’re essentially needed next door.
-
This is surely intended to help with memory.
Because if the lock is somewhere you’ve
-
visited very recently - it’s still in your
working memory. Meanwhile, all those rooms
-
you visited at the beginning of the game?
They’re long forgotten. So, placing the
-
locks close to the keys makes it much, much
easier to make progress.
-
But it goes a bit further than that. In most
Metroidvanias, there are usually many locks
-
for each key - you get the Desolate Dive in
Hollow Knight, and now you can smash through
-
a whole bunch of floors, all over the world.
Typically, only one actually provides the
-
way forward - while the rest will lead to
optional pick-ups, secret bosses, or just
-
another locked door that you can’t open
yet.
-
That’s not always the case in Metroid Dread,
though. Like, once you get the Plasma Beam,
-
it’s not like you can now open loads of
locked doors all over ZDR. In fact, once you
-
get back out of Elun, you can only reach one
door in the entire world that’s locked behind
-
a plasma shield. Which is, yes,
the place you need to go next.
-
By reducing the number of locks you need to
remember, the game makes it easier to find
-
the correct path.
-
Now, I should state this is definitely not
true for every power-up in the game. The grapple
-
beam is a good counter example - the world
is full of places to use it, and once you
-
have the ability you can now find handy pick
ups, collect stuff you can’t use right now
-
- like this power bomb resource in Cataris,
and even get very early access to the game’s
-
optional power up, the pulse radar.
-
So, that’s technique two - Metroid Dread
makes it easier to find the correct path by
-
reducing the number of locks for each key
- and putting the most important lock, the
-
one that will push you further along the critical
path - close by.
-
But, I did say that this is for 13 of the
game’s 22 abilities - what about the other nine?
-
So, you get the morph ball in Cataris. You
need it to squeeze through here, back in Artaria
-
- which lets you find the Varia suit. And
then, the Varia suit is needed back in Cataris,
-
to withstand this superheated room.
-
That’s more like classic Metroid, right?
Bouncing back and forth around the world.
-
And it’s not the only time that happens.
You get the space jump in the north of Ferenia,
-
and need to use it in the depths of Burenia.
You get the screw attack in Artaria, and need
-
it to smash through blocks in Ghavoran. These
locks and keys are spread out across the world,
-
sending you zig-zagging across the planet.
-
That is, if it wasn’t for the game’s fast
travel system.
-
So when you get the morph ball in Cataris,
the most obvious place to use it is here - just
-
around the corner, in the same biome.
-
On the other side is a teleporter, which sends
you to Artaria - right next to the Varia suit.
-
You’re then led back to the same teleporter
- which sends you back to Cataris. And - wouldn’t
-
you know it, you’re just round the corner
from the superheated room that requires the
-
Varia suit. How fortuitous!
-
So, sure - the morph ball and Varia suit may
be miles apart from one another, but this
-
teleporter essentially puts them right next
door. And it’s the same for those other
-
lock and key pair ups I mentioned: the space
jump unlocks a teleporter to
-
Burenia. And the screw attack gives you access
to a nearby teleporter that will warp you
-
to Ghavoran.
-
So even if the lock is far away from the key,
Metroid Dread still makes it easy to make
-
progress by giving you a a teleporter that
will zap you to the right spot.
-
Plus this also has a nice, additional consequence
- that makes it even harder to get lost.
-
So as I said, after you get the morph ball
you can go left and find a teleporter to the
-
Varia suit area. But let’s say you go the
other way. You go right. You travel, by foot,
-
all the way through Cataris, take the elevator
down, and travel all across Artaria. Eventually,
-
you’ll end up in this room - which is the
other end of the teleporter, and the location
-
of the Varia suit.
-
As I said in the Hollow Knight episode, having
multiple routes to the next part of the critical
-
path can be a really good idea - it makes
it much easier to make progress because you’ve
-
now doubled the chances of the player finding
their way. And that’s what happens in Dread
-
- if you go left after finding the morph ball,
you’ll get to the Varia suit. If you go
-
right, you’ll get to the Varia suit. Same
either way.
-
You know the bananas in the Donkey Kong games?
Those tiny collectible items that you want
-
to pick up. Well, the level designers know
you want to pick them up, so they can use
-
them in all sorts of ways - like showing you
the right route to take, or teasing you to
-
stumble into shortcuts and secrets.
-
This is a technique I like to call “breadcrumbing”
- as in, providing little treats that lead
-
you wherever the designers want you to go.
And Metroid Dread does this a lot.
-
After you get the morph ball, you’ll be
tempted to go through here, to get a missile
-
upgrade. Then drawn up here, with another
missile upgrade. And then up here, to get
-
this energy tank - which leads up to the Varia
suit room.
-
Once you get the speed booster, you’ll want
to smash through this wall, to get an energy
-
tank part. And once you get the Flash Shift,
you’ll want to come back to this room to
-
get this Energy Tank - which happens to be
right under the door to the next part of the game.
-
After you get the screw attack, you may be
tempted to head left to blast through these
-
screw attack blocks and get a missile upgrade.
Which guides you to the elevator back to Burenia.
-
Here, you’re tempted to head left by more
screw attack blocks and another treat. And
-
then pulled upwards by more screw attack blocks
and yet another treat. All of which leads
-
you to a teleporter - and the place where
you need to use the screw attack to progress
-
the game.
-
So even though the screw attack is found in
Artaria and is needed all the way up in Ghavoran
-
- you are led there by a bunch of breadcrumbs.
-
Breadcrumbs don’t have to be upgrades, mind
you. Enemies on the other side of a wall can
-
encourage you to blast through hidden blocks.
And these small fireflies are just a visual
-
effect, but happen to hang around the doors
you need to enter to make forward progress.
-
Anything the game can do to grab your attention
and pull you in the direction of the critical
-
path - it will do it.
-
So I think those are the four main techniques
that Metroid Dread uses to make it easy to
-
find the path forward, and hard to get lost.
-
Points of no return trap you in small sections
of the map, to reduce your cognitive load
-
and stop you going in the wrong direction.
-
Putting the locks near the keys means the
way forward should always be in your working
-
memory. And if the lock isn’t nearby, there’s
probably a fast travel teleporter to get there.
-
And tempting breadcrumbs are used to guide
you through the world, from one ability to
-
another.
-
There are some other techniques too, of course.
Like, how these lights form a design language
-
to suggest where you should use the spin boost
and space jump. Or how memorable landmarks
-
lodge in your brain and tempt you to return
later. But those are the big ones.
-
And, for the most part, these techniques are
very effective at guiding you through the
-
game. I can watch back the footage of me playing
through Dread for the first time, and see
-
me falling into every trick and trap that’s
been engineered by the designers. It’s hilarious.
-
Of course, it’s not going to work 100% of
the time. You can still get turned around.
-
Not know where to go. Get stuck in a room
and proclaim it a crime against game design.
-
And, contrary to the clickbait title, yes
- you can get lost.
-
While the points of no return often lock you
into small areas, there are other parts of
-
the game where the world is much more open.
And tricks like breadcrumbs may not work on
-
every single player, every single time.
-
But, by and large, these techniques do work
to help you stay on track. The question, then,
-
is - are they a force for good? Do they make
the experience of playing Metroid Dread better
-
or worse?
-
Now, first, I should state that all Metroidvanias
use techniques like these to help you find
-
your way. Even Dread’s perhaps naughtiest
trick - the point of no return - can be found
-
in multiple places in Super Metroid - such
as this one-way door in Brinstar, and this
-
massive drop down into Norfair.
-
Subtle clues and directions stop Metroidvania
games from being tedious and annoying. So,
-
ultimately, it’s more down to their frequency
and intensity. And yes, Dread uses them often,
-
and quite aggressively.
-
But, ultimately, what you think of these techniques
will come to how - and why - you play Metroid
-
games.
-
There are those who play Metroid games primarily
for the action and atmosphere - and are less
-
interested in the exploration aspect.
-
If that’s the case, then Metroid Dread gives
you the feeling of exploring a large, interconnected
-
world - but with less risk of getting lost,
and without the need to get bogged down in
-
tedious backtracking and map-reading.
-
And, on top of that, you’ll find a game
that is alarmingly well paced - a whirlwind
-
tour of different abilities, biomes, and bitchin’
boss fights, where you’re always making
-
forward progress.
-
Then, there are those who play Metroid games
primarily for the joy of exploring and navigating
-
a complex spaghetti mess of a world.
-
If that’s the case, then Metroid Dread can
feel rather patronising.
-
At some point you’ll realise that you don’t
need to think too hard about navigation, because
-
the way forward is always pretty obvious.
So you can stop thinking so hard about this
-
stuff and just let the game whisk you off
to the next stop on its guided tour. And if
-
you care about navigation, that’s not much
fun.
-
Plus, when it comes to exploration, you may
find yourself attempting to break out from
-
the critical path to find items - only to
be rebuffed by points of no return. So you
-
may not bother to hunt down optional goodies
and secrets, even when the game does open
-
back up. You’ll just stick to the critical
path.
-
And then, there are those who play Metroid
games multiple times.
-
If that’s the case, then - sure, your first
go at Dread may be guided by an invisible
-
hand - but subsequent adventures are about
deliberately fighting against that hand. Using
-
the movement tech and bugs to break out of
the game’s sequence, and do things in a
-
better, faster way.
-
And its not like the developers are unaware
- if you manage to get the bombs before you’re
-
supposed to, you can insta-kill Kraid in a
special, secret cutscene.
-
For me, personally, I’m not really into
sequence breaking or speed-running. And while
-
I really dig the action and atmosphere of
Metroid games, my favourite bit has always
-
been navigation and exploration. So, as much
as I loved Dread’s combat and controls,
-
I did feel a bit let down by the game’s
world design.
-
I wanted to figure things out for myself - but
just stopped trying and let myself be guided
-
to the end. I wanted to explore - but, felt
trapped by points of no return, so ended up
-
with a paltry 39% completion rate. And I wanted
to feel deeply connected with this world - the
-
same way I feel about Hallownest, Zebes, and
Lordran - but that didn’t really happen.
-
So that’s me. What about you? What was your
experience on planet ZDR? And what sort of
-
Metroid player are you? Let me know, in the
comments down below. Thanks for watching.