Skip to content

Digital Foundry examines Metroid Dread

The team over at technology enthusiast Digital Foundry have taken a detailed look at the newly released Metroid Dread which launched today for the Nintendo Switch system and is developed by the talented team at MercurySteam. Like us, Digital Foundry have come away impressed with the game which is 900p when docked and 720p in handheld mode. Metroid Dread also fairly consistently runs at a silky 60fps, but the game’s cutscenes run at 30fps. Here’s a few choice quotes from the Digital Foundry team for those interested in the technical aspects.

“Once into gameplay, the first thing you’ll notice is how much sharper it looks than the typical Switch release. In docked mode, the game delivers a resolution of 1600×900 – the game does not use anti-aliasing, but this works to its benefit. Due to its side-scrolling design, you never see far enough into the distance to experience significant shimmering, so it winds up looking sharper. In portable mode, however, things are even better as the game runs at the native 720p of the internal screen.”

“We’ve seen a lot of so-called 2.5D games over the years – and the results aren’t always great – but the development team here absolutely nails it. It’s one of the best-looking side-scrolling 3D games I’ve seen to date and that’s entirely down to that mix of art and technology.”

“Metroid Dread hit its target [60fps] at nearly all times and it’s remarkably stable to the point where it feels as if the rendering is effortless. This is an impressively optimised engine considering the resolution targets and the hardware it’s running on. That said, in a couple of instances, I noticed occasional slowdown which may well be down to background streaming, but it’s worth noting. Also, cutscenes drop down to 30fps. This entire performance profile is also true of portable mode, which essentially runs like docked mode, albeit at 720p resolution instead.”


2 thoughts on “Digital Foundry examines Metroid Dread”

  1. This game is so good, I’m absolutely lovin it. I hope everyone goes out and buys the game so Nintendo can get cracking with another one. I’m currently using the morph ball to explore nooks and crannys.
    I shall def play this through again when I unlock hard mode ( maybe even skip on some of the energy tanks.)

  2. This game absolutely makes me hope it’s the last Metroid and is in captivity. I think Samus fans are suffering from Stockholm syndrome; we’re so desperate for Metroid scraps we’ll take any old crap.

    First off: This is the same fan base that absolutely shit all over Other M? Like…really? This game isn’t difficult, it’s just very lazily programmed with bad controller layout reclassified as difficulty (there’s a reason they won’t let you change the controls; the dash would feel so much more natural with L or R). They packed so many gimmicks into each button that it begins to feel like I’m playing Bop It just trying to shoot the right weapon. When switching weapons with Select button from Super Metroid is less annoying than having every one of them at my finger tips, something isn’t right in Paradise.

    Let’s discuss the EMMIs, and the shorter the better. I’ll just open w an example. I’d had the screen inform me that the cloak made me undetectable to them, period, long as we don’t touch. Cool. So I use it as a morph ball in a tight corner. It followed me there then just stopped and stared, three inches away from face to face. Like it just knew for dramatic effect to stop there. Now, the next EMMI I encountered, I decided to use their own system: create sounds up to a point, cloak and sneak away as EMMI hones in on place I last made sound.

    Nah they’ll still keep following your general path. Bc again, lazy programming. Guess they realized distracting them worked too well, and they were just too demotivated to either scrap the idea, or rework the cloak/EMMI relationship. Guess I shouldn’t be surprised; the movies with the most EMMIs usually suck too.

Leave a Reply

%d bloggers like this: