Metroid fans are no strangers to speedrunning. There has been a desire to finish the games as rapidly as possible since the original game-locked endings, or increasingly naked clothing for Samus, were hidden behind completion times. Metroid Dread is no different. The explicit encouragement from developers MercurySteam and Nintendo EPD by rewarding classic speedrunning tactics with secret content makes the new release unique. Fighting Kraid, an early boss fight, is substantially easier thanks to a clever sequence break.
When a player deviates from the primary path that they are supposed to take in order to obtain powerful goods sooner in the game than is intended for most players, this is known as sequence breaking. Glitches are sometimes used in sequence breaks. Access to additional locations can be gained by clipping through a wall or taking advantage of a tough jump. They do, however, occasionally rely on a detailed understanding of how the game works and a little more talent to negotiate a difficult section.
Getting a couple of items early in Metroid Dread will help you overcome Kraid much faster. This method does not necessitate any meta-game manipulation, showing that the exploit was designed with players in mind. According to YouTuber TheSeventhForce, the technique necessitates the player first obtaining the series’ famous grappling beam. Samus may use the beam to pull objects out of the way and hook on to grapple points. Samus is able to get to the Morph Ball Bombs by using the beam. Players will only find the bombs after the Kraid combat if they don’t use the exploit, but a little maneuvering will help them get them sooner.
The Morph Ball Bombs come in helpful during the Kraid boss fight. A cinematic will play after the first phase of the combat, where Kraid is bound and shooting his claws and gassy bombs at Samus. Kraid’s stomach is exposed shortly after, replete with a gaping wound. If Samus backs into the wall while in Morph Ball mode, a cannon will materialize and launch her straight into the stomach of the boss monster. The conflict will be finished in seconds with a couple drops of Morph Ball Bombs.
While such antics are nothing new in Metroid, it’s a wonderful joy to see the devs expressly include sequence breaks in a sure-to-be-popular speedrunning game. As more speedrunners take up the game, a variety of such approaches, whether intended or not, are bound to emerge.