“Disobedience will not be tolerated”: On linearity, subservience and feminine agency in Metroid Dread
“You have followed my instructions faithfully thus far. Continue to do so.”
Metroid Dread had some big armored boots to fill as the first new mainline Metroid game since Other M, and a presumed return to 2D non-linearity for the first time since Super Metroid. Despite these expectations, Dread is still something of an outlier. Rather than returning to the pure non-linearity of Super and Prime, it blends exploration and guidance carefully to create an experience that lets the player feel as if they’re freely exploring, while the invisible guiding hand of Metroidvania design sensibilities and a literal guiding voice assists them through their journey. That voice is, once again, Adam.

The Adam of Dread is just as polite and respectful as in Fusion, trusting Samus implicitly to take care of herself. Despite questioning her decision to accept the Federation’s request to eliminate the remaining X parasites on planet ZDR, noting that “the bounty for this mission does not seem appropriate,” Adam understands that she’s doing so for the galaxy’s safety, not the cash in hand, and does not push further. On her descent into the planet’s subterranean core, all it asks is that she check in at Network Stations when possible, ending its request with, “Any objections, Lady?” She has none, of course.

Yet, following Samus’ encounter with the Chozo warrior Raven Beak, who easily overpowers her but spares her after witnessing a brief flash of pink energy course through her arm, something changes in Adam. It continues giving her loose guidance, advising her to travel up through the subsurface to eventually return to her ship and escape, but its demeanor is off. It’s colder, less trusting of Samus to stay safe and reach her destinations without its directives, and, strangely, no longer does it refer to her as “Lady” — just “Samus.”