![]() ![]() The game is a direct sequel to Metroid Fusion. Metroid Dread will be the fifth and final installment in the storyline that began in 1986 in the very first Metroid, according to Nintendo. According to Yoshio Sakamoto, one of the founders of the Metroid series, the power of the Nintendo Switch now ensures that his vision can become reality. Metroid Dread was developed in collaboration with Spanish developer MercurySteam, who previously developed Metroid: Samus Returns. Development was restarted a few years later, but then canceled again. The game was originally developed around 2005 for the Nintendo DS, but according to Nintendo, it hit the technical limits of the handheld. Metroid Dread has had a particularly turbulent development. A full-fledged 2D sequel, nineteen years after Metroid Fusion? High time to get more explanation during a Nintendo press event on June 16, 2021. Nintendo clearly got the message, as it was thought lost during the Nintendo E3 2021 press conference Metroid Dread announced. Metroidvanias dominate the indie landscape to such an extent that there seems to be a new title in the genre coming out almost every week. However, the influence of the series has never been greater. Metroid: Other M turned out to be a controversial title, Metroid Prime: Federation Force was greeted with a raised eyebrow and Bert’s Metroid: Samus Returns review showed that the magic of yesteryear was captured with varying degrees of success. These have been turbulent years for the legendary Metroid series. Maps help out by enforcing a pattern that groups them into a single object, and if need be, groups further into sub-objects.Metroid Dread must put the legendary series back on the map Sass vars for an idea like "color" can be spread across files or organized randomly - in a codebase, it can be hard to tell exactly what colors might be in use and where to find them. ![]() A good map system groups variables in progressively deeper trees instead of just name-concatenation, which results in clearer and more consistent names. Variable names tend to creep over time, starting with $body-color and growing into more-confusing name combinations like $body-color-modal-light. Since these overwrites occur while parsing, duplicate names can create some hard-to-find bugs where only a few instances of a variable aren't behaving. In big Sass systems, it's easy to accidentally write two vars with the same name, and Sass doesn't give you any warning once you've done it. Replacing your base variables with maps is easy, and it'll do a few things immediately: ![]()
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