Thursday, November 30, 2017

Metroid: Samus Returns - Thoughts


I feel bad for developer MercurySteam.

It's not hard to surpass Metroid II: Return of Samus—the Game Boy entry is claustrophobic, confusing, and very repetitive. Applying typical Metroid tropes to it would work wonders, which is what Another Metroid 2 Remake did... almost a full year before Metroid: Samus Returns was even announced. Nintendo hitting AM2R with a DMCA notice only made Samus Returns look like a big bully in comparison too, even through MercurySteam had little to do with it. Add in a trailer full of zoom-ins, sprites swapped out for polygons, and a developer ludography that—while great—leaves fans with plenty of reservations, and you're left with the sinking feeling that Samus Returns is going to be the final nail in the blonde bounty hunter's coffin.

Thankfully, this is not the case; Metroid: Samus Returns is an excellent, modern companion piece that works with AM2R, not against it.


Part of the reason why I sympathize with MercurySteam is that for many fans, Samus Returns is inevitably going to be compared to AM2R instead of (the far inferior) Metroid II. Luckily Samus Returns sidesteps this issue by being retaining an identity that's unique to the other two titles. While AM2R looks to Metroid II as a wizened master it must study the blueprints of, Samus Returns treats the Game Boy original more as a reference than a template. Sure, you'll have to hunt 50 metroids in one-on-one duels, and the number of demarcated areas remain the same, but besides that there's not much connective tissue between the titles. Samus Returns has a slew of new mechanics, new enemies to wrangle, and most notably—a massive new world.

Metroid: Samus Returns is unarguably the largest 2D Metroid game to date. It took me nearly ten hours to 100% it, and that was without getting stuck or lost; the amount of land you'll have to traverse is staggering. MercurySteam knew this, so they tweaked Samus to move at a swift pace, but it nevertheless remains a gargantuan game to explore... which is cool! It's nice getting such a huge Metroid experience to sink your teeth into, especially since uncovering the map manually turns you into a one-woman deep-delving pioneer. The problem that comes from this however, is that a lot of the areas feel... samey.

There's not a lot besides background decorations that separate one setting from another. The most interesting "room" I can think of is the one with the crystal structure deep in Area 3; nearly all of the foreground architecture follows strictly to this gray concrete/stone theme. Each area has their own specific color hue, but that's not enough of a differentiator—the geometry and structural design between levels is essentially interchangeable. This is a huge bummer for someone that loves how distinct Maridia feels from Norfair, whereas with Samus Returns it'd be tough to look at a snapshot of a room and determine if it's from Area 2, 3, 4, etc.


The silver lining in the "sameyness between levels" is that it's probably the game's largest fault—everything else is handled with care and precision. Animations are smooth, Samus feels great to control, the parry mechanic is a blast to execute, and the Aeion abilities are fairly good additions. Missile expansions are sneakily hidden away in cramped, snake-like passages, which makes running around looking for secret entrances highly rewarding when you find them. The game is also really combat heavy, forcing you to stop every now and then to parry or dispatch a foe with a beam burst, but if there's one Metroid game you want the developer to nail the combat for, it's Metroid II.

Unlike AM2R, where the fights with the metroids became exhausting and drawn-out, there's a number of ways to subdue a metroid here. The manual aiming allows you to sneak in a couple of missiles on a their vulnerable underbelly, and it's invigorating to stare that energy sucker down right before you parry their ferocious bite. The zeta metroid in particular is an awesome enemy to engage with, having a wide variety of attacks while also not being as obnoxiously protective of its weak-point as the gamma mutation. The larger bosses are few and far between but they're also hell of a lot of fun to fight, really pushing you to be as accurate and responsive as possible. Perhaps what helps tip the game from "good" to "great" for me is that Samus Returns puts up a fight—you feel well-rewarded for finding every upgrade, since you'll routinely expend your energy tanks and missiles trying to survive the nightmarish depths of SR-388.


The core distinction between Metroid: Samus Returns and AM2R is showcased by how each game handles its final area: the latter retains the unsettling, monsterless jaunt to the final facility, while the former pumps that stretch full of enemies and power-ups. The difference here is in the influence of the original, as well as explosiveness—Samus Returns will happily discard the design of Metroid II if it can find a way to entice the play with intense combat or labyrinthine passageways. This may not sound like a design shift that honors the original, but it doesn't need to; AM2R is the devout successor to Metroid II, while Metroid: Samus Returns is its advanced contemporary. Both are directions I appreciate, and both are games worthy of the Metroid moniker.

Kudos on shattering expectations, MercurySteam.
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Images obtained from: PureNintendo.com, Nintendojo.com, gamesreviews.com, heypoorplayer.com

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