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Why You Didn't Get Lost in Metroid Dread

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

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Video Language:
English
Duration:
17:33

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