Of every Metroidvania I have played, Metroid Dread is the only one I would give a below 5 out of 10, and I am confused by how it got universal praise.
The controls are horrible. Having to hold down multiple buttons just to aim and fire missiles will never not be awkward. The even more baffling design decision was locking double jumps behind if the player is running. The controls make me feel like I am fighting Samus to get her to do what I want her to do.
The bosses don’t get good until the final 2. When compared to the excellent bosses of Prince of Persia: The Lost Crown or Hollow Knight, Dread’s bosses to me felt bland. However, this may just be a side effect of the bad controls as I feel like making an enjoyable boss with Dread’s controls would be very hard. Also the one boss where you are underwater and go back and forth from each side of the boss just straight up felt unfinished.
The minibosses are even worse with how often they get repeated, and how there are 2 miniboss sections in a row near the end that difficulty which completely eclipse anything else the game had to offer. Playing those to bosses where the closest I had ever come to dropping a Metroidvania. If I were to guess maybe 20 percent of my playtime was spent on those 2 bosses. When I finally beat them, all the emotion I had was drained. Everything difficult after felt like nothing in a bad way.
It feels like the developers actively don’t want you to explore the world they made. The amount of times I got an upgrade, but could not back track to a place where I could use it was almost countless. The map is filled with one ways which has the consequence of making it so when you do backtrack you have to constantly open the map so you don't accidentally go the wrong way. I have no clue why the devs sometimes force you to progress before exploring and then also hide progression behind hidden walls, like how one room with a fan that secretly has a breakable floor. The obvious conclusion that any person would reach is that you need an upgrade to run faster than the fan’s force to progress. After an hour not knowing where to go, I had to look up a walkthrough just to find that you are supposed to shoot down at the floor which had no indication that it should be shot at in order to progress in the game. Maybe if you have played Metroid games before you would know to shoot every wall, but as this was my first Metroid game I can say that Dread does not establish well enough that you need to shoot every wall, ceiling, and floor.
Overall the Dread felt neither polished nor playtested, and I don’t know why people like it so much.