When you first drop into
Strider, you’re presented with a series of straightforward levels and lots of locked doors. A few upgrades later, locked doors aren’t a problem, transforming once straight hallways into more complex areas teeming with new treasures to add to your arsenal.
Strider does an admirable job of recreating a
Metroid-vania style of game, though it lacks the same fluidity as
Metroid or, more recently,
Shadow Complex. Areas don’t wrap around each other, limiting access to specific areas. Thankfully, Strider is fast, reducing backtracking from a chore to merely a nuance. Some fast-travel is introduced, though it is limited to linear treks between sections, not the "go anywhere" travel you would expect.
In addition to health/ energy upgrades, upgrades fall into one of a small grouping of types. You’ll uncover three plasma types, granting new attack types to your sword. Plasmas confer secondary effects, such as fire or ice, but also relate to different door types. For instance, purple doors are unlocked with the purple plasma, granting access to new paths and other upgrades. You’ll also find new abilities, like a ranged attack or air-dash, as well as plasma-infused versions of each.
Unlocking a couple of new upgrades is great, but I found I generally just stuck to the explosive versions of each, switching only when I needed to open a door or an enemy’s color-coded shield signaled a specific attack type. Matching enemies to plasma types is fine, though it also seems like it is forcing players into using particular strategies rather than letting them devise their own.
Strider has its issues, but is an overall solid game. In the absence of a new Metroid or Shadow Complex, it will definitely scratch the action/ exploration itch.