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Metroid: Samus Returns |OT| What's past is prologue.

Simbabbad

Member
But anyway, I was thinking about the game and one thing I disliked it how the segmented world impacted my interest in getting all the items. One thing I love and think is very satisfying about Metroid is when you naturally end up revisiting places while having new power ups and gaining access to previously inaccessible items.

Key word: Naturally.
That's a huge issue in Metroid Prime, in Metroid Fusion and in Metroid Zero Mission. There's really only in the first three games that it's not an issue.
 

Opa-Pa

Member
That's a huge issue in Metroid Prime, in Metroid Fusion and in Metroid Zero Mission. There's really only in the first three games that it's not an issue.

It definitely happens in those in points too (especially Fusion lol), but it's waaay more rare in those, and I'm talking about item collection in general, not just 100% (which can end up feeling like a chore in any game), I also meant to compare 2D games only :p. But at least in Prime 1 and especially ZM you'd backtrack often enough that you'd still find a handful of items organically. In ZM they even had some very complex puzzles to get them so even when you were purposely going back for them, it didn't feel like a chore.

SR is pretty much the only game in the series where you straight up never need to backtrack at all, and thus item collection can never happen naturally.
 

Voidwolf

Member
Oh my god, someone just told me (area 8 boss)
you can roll into the queen mouth after a melee counter and set off a power bomb in its stomach
me and two other friends finished the game and none of us realized that, we were only shooting the mouth the whole time.

What!? I had no idea this was a thing. I can't wait to replay this game when my n3DS arrives tomorrow. Although I feel like I should try to get my hands on one of those amiibo for Fusion mode.
 

Toxi

Banned
That's a huge issue in Metroid Prime, in Metroid Fusion and in Metroid Zero Mission. There's really only in the first three games that it's not an issue.
Uh, no? Metroid 2 is designed just like this, while Prime (infamously) has you crisscross the entire map multiple times and basically has only two items you have to wait until the final upgrade for (and one of them is literally in the next room).
 

Ged

Member
I started playing this today and it’s great, but holy shit I forgot how uncomfortable the 3DS actually is.
 

FelixFFM

Member
I'm almost at the end and really like it, but I think the pacing isn't as good as previous 2D metroids. The main thing that kills it for me is the lack of actual unique, cool bosses that give you items after you defeat them.

Not having them makes getting items feel random, and the world feel more or less disjointed. There's no environmental buildup to boss chambers, for instance.

I know they tried to stay true to the metroid encounters of the original but I still miss bosses....
 

emb

Member
I took on an Omega Metroid last night it was pretty tough, please tell me that was the only one.
Heh

Every single metroid, outside the alphas, gave me a tough time on first encounter. Once you get the patterns down though, none of them are too bad.
 

MoonFrog

Member
Yep. Prime 1 and SM are very fun to play "efficiently." It is part of why I love replaying them.

I love their gameflow and I love trying to get as close as I can to 100% from memory and just taking good routes when backtracking.

I usually forget an item or two I have to go back and out of my way to get, but the latter thing doesn't really fail you.
 
FINALLY returned home so I can play this. Played up to the beginning of area 3 in one sitting, taking my sweet time. Absolutely loving it so far, even though it's about as far away from Metroid II as it could possibly be without being a whole new game altogether.
 

Simbabbad

Member
It definitely happens in those in points too (especially Fusion lol), but it's waaay more rare in those, and I'm talking about item collection in general, not just 100% (which can end up feeling like a chore in any game), I also meant to compare 2D games only :p. But at least in Prime 1 and especially ZM you'd backtrack often enough that you'd still find a handful of items organically. In ZM they even had some very complex puzzles to get them so even when you were purposely going back for them, it didn't feel like a chore.

SR is pretty much the only game in the series where you straight up never need to backtrack at all, and thus item collection can never happen naturally.
Can't agree with that. Prime had really HUGE backtracking issues that everybody recognizes now, and Fusion and Zero Mission locked whole areas in the game until you're near the end of the game, then you have to visit every past areas to collect everything. It was pretty artificial and annoying.

Out of 100%, Samus Returns item collection is natural and well handled to me, especially since the teleportation points ease up everything. It's really those arbitrary rooms they added to break zone linearity that feel unnatural, but then again, they wanted to avoid the "it's linear" complaint, which was a mistake IMO.
 

Mr-Joker

Banned
Heh

Every single metroid, outside the alphas, gave me a tough time on first encounter. Once you get the patterns down though, none of them are too bad.

Other Metroid I can handle I quickly learn their attack pattern while on the offence with Super missiles and counter attack so I can kill them quicker.

Omega Metroid however are built like tanks and hit hard and I had to resort to using burst beam to expose its weak point.

Don't get me wrong it was a fun boss fight buuuut I never want to see its ugly face again.

Out of 100%, Samus Returns item collection is natural and well handled to me, especially since the teleportation points ease up everything.

The addition of the teleportation, the pulse scan and dropping pins on the map is one of the best feature that they could have added into this game and is solely the reason why I am actually going for 100% competition something I tried to in my recent playthrough of Zero Mission but later abandoned.

I hope that future Metroid games keep this going forward.
 

Teggy

Member
This game really made me want to go back and play Metroid Prime (never beat the last boss) and Prime 2 (couldn’t get past boost Guardian) but there are just too many games to play now.
 

boiled goose

good with gravy
This game is a masterpiece. It works so well as a portable game. The segmented layout means you never get lost which is perfect for commute play. And you can still backtrack anywhere making it so superior to Fusion.

The controls are great. So satisfying to freeze and melee. You definitely feel the powering up.

The game is also challenging but not frustrating. Checkpoint system is great.

Another plus. The puzzles are designed so that each weapon is relevant for traversal, instead of becoming outdated. Best in series regarding that.

Few things I would fix. Streamline save stations and recharge stations. Just unnecessary complexity.

Second, more control options. I would like spider ball and missiles to allow toggle vs hold. Also button remapping would be good. Would change missiles to right trigger. Also many unused buttons in new 3ds
 

The Hermit

Member
Oh my god, someone just told me (area 8 boss)
you can roll into the queen mouth after a melee counter and set off a power bomb in its stomach
me and two other friends finished the game and none of us realized that, we were only shooting the mouth the whole time.

Well... It was how you defeated the final boss in the original.

After thinking about it, I have to say, the game is good, it had some nice ideas, but Metroid II and AMR are better.

The counter move remind me of other M, and I don't think that game should be referenced at all.
 

Toxi

Banned
I think the only way I can get through this game in under 4 hours is to do two segmented runs simultaneously: First a run where I fumble through an area, than a speed run where I have everything fresh in my memory.
 

Mr-Joker

Banned
Made it to area 6 and....fuck the digger boss fight it was frustratingly hard as the third phase was difficult as I couldn't dodge the laser beams wave without getting hit and it wasn't made clear how to deliver final hit on the boss.

Ah well I at least have the Power Bomb and I will be backtracking to get all the items that I can possibly get.
 

Realeza

Banned
Made it to area 6 and....fuck the digger boss fight it was frustratingly hard as the third phase was difficult as I couldn't dodge the laser beams wave without getting hit and it wasn't made clear how to deliver final hit on the boss.

Ah well I at least have the Power Bomb and I will be backtracking to get all the items that I can possibly get.

Lasers was pretty easy to dodge. First part is screw attack all the way out of it, second is one jump, and third two jumps.
 
Finally finished my 100% "speedrun" at 3:16:52. The final sweep to get the items in the previous areas is kind of a slog even with the teleport stations, I think they should have toned down the amount of items in the earlier areas that required upgrades from later areas. Area 3 feels especially ridiculous in this aspect. Oh well. I was amazed at how fast and efficient I am at killing the final boss now, beat em in like two minutes flat.
 
Oh my god, someone just told me (area 8 boss)
you can roll into the queen mouth after a melee counter and set off a power bomb in its stomach
me and two other friends finished the game and none of us realized that, we were only shooting the mouth the whole time.

Um, how do you not figure that out? It's incredibly obvious.
 

Paltheos

Member
I don't see how you guys can think this game is well-designed. Like, it doesn't compute with me at all. I wrote down a bunch of stuff as I was playing that was pissing me off and to be fair anything I happened to like too. It's not really organized or consistent, but it does capture my feelings, so I decided to share:

Paltheos said:
Feels like a fangame
- Super metroid fangame
- one way blocks like it, everywhere - locked doors, must-go paths with must use-items
Allot of puzzles spread around, detailed in design and variety - It feels like allot of passion was poured into them.
Enemies are designed obnoxiously - Allot have armor that is difficult to pierce and are just tough to beat period. The game give you Wave early on because you'll be shooting through walls allot, and you have to hit them *just* right.
Area 3 is the worst - 10 metroids and deadly laser statues and the only upgrades are beam burst and grapple beam. Fuck you.
Most of the way into area 3 I'd just started using a map to see if there were any major items in the area and eventually just stuck doing that because I wanted better weapons to kill the enemies. Spazer helped a bit in killing armored enemies, but I didn't let out a sigh of relief until I'd gotten Plasma.

Aeon abilities are dumb - In particular the one which scans the entire vicinity for secrets. It lets the developers get away with allot of lazy level design too and it sucks out the fun and intrigue of the experience. Just bomb walls, because that's what you *do* in Metroid games. There's no intuition behind their placement. They expect you to use the scan, because these bombable walls are *everywhere*. In previous Metroid titles this came up, but usually as a result of manipulating of player expectation, like leading to the end of a corridor with nothing at the end. Ya know, makes him suspicious, use their head. Pretty basic stuff. Not fucking placed everywhere you can imagine.

Same deal with those one-way blocks - laaazzzyyy.

Why do enemies take so many fucking hits? I'm Samus *fucking* Aran. I've got a Plasma Beam, a Screw Attack, and Super Missiles. Why do my missiles and somersault bounce off and my beam do nothing to some of these motherfuckers? Why are so many enemies just palette swaps you can't make apart, distributed arbitrarily across the game world, and with no sense of what will work on them ("will my beam kill this one or do I need to use the beam blast and blow a bunch of aeon energy?")

Why does this game have no sense of taste? Cramming in puzzles and enemies into every nook and cranny. Remember that awesome, empty cavern before the final Metroid fights (that, like many things near the end of the game contributed to this great sense of tension)? Well now it's filled with a giant puzzle maze because fuck you. This is a Metroid game, so players love puzzles, right? Yes, yes they do, but not everywhere, all the time. You need to relax, let your environment fucking breath.

I like the space jump room in area 4 - race using all your abilities to get to an endpoint with the item.

I love the feel of some of the items. Especially the morph ball transformation. It feels so slick. Varia, Gravity, and Spider all look great. Others are underwhelming. Space Jump looks the same as a normal somersault. Screw Attack doesn't have enough weight to it, and the blase way enemies die doesn't feel satisfying (of course a ton of enemies have BS immunity so there's that too).

It's so bizarre seeing some of the defenses for this game too in a world where AM2R exists. I have no idea how many people in this topic have said: "Well, yeah all the Metroid fights get kinda repetitive, but they were bound by the original game design. There's not much you can do to get around that." But AM2R knocked it out of the park, with environments filled with personality and a bunch of new and different boss fights to break things up.

I also want to talk about something else that a few people have talked about: That this game isn't a faithful remake of the original (and talk about AM2R too). You can argue neither game is a faithful, modern adaptation of Metroid II, but AM2R is at least cohesive. It tells the story of Metroid II through a Prime lens, expounding upon an ancient and wonderful game world and letting the player take all that in and piece together everything you come across. A goal of the game design is to allow the player to enjoy figuring out the world they're exploring through its level and art design, which is pretty different from the original Metroid II, which is this claustrophobic, dark, morbid experience that's not really supposed to be all that exciting. You're running deeper and deeper into this alien world, encountering increasingly strange creatures to offputting Game Boy garble SFX as you murder an entire species (your goal noble it may be).

SR doesn't really say anything, and it doesn't have to. You can be a gamey game, and I don't fault it for that - Zero Mission doesn't say anything either, but the difference in quality is leagues. Zero Mission's game world lets you play at your own pace, your own way - with tons of optional shortcuts and ways around "required" items creative players can discover (or tons of ways to cross the world faster! Like the straight-line shortcut down Norfair you can find or shinesparking across Chozodia and Crateria, which is fun in and of itself). The enemies aren't bullet sponges or covered with armor that can be hit at only just the right angle. There aren't loads of obnoxious one-way blocks or needlessly locked doors. It's a better experience.

I finished SR this evening - And I'd sorta made my decision days ago but nothing the game gave me altered my viewpoint - But my verdict is that SR might be the worst way to experience Metroid II. At the very least, it's the worst adaptation of it, although whether it's also the worst game is up to debate. I can look past the many shortcomings of the original Game Boy game because I enjoy the atmosphere of it. In my opinion, the best game and experience is AM2R. Seriously, play AM2R.

Edit: Now that I've typed all this other stuff up, I kinda want to explain my 'fangame' remark. It comes from trying out a Super Metroid fangame (a ROM hack) one day. I don't remember the name of it, but it came pretty recommended and was supposed to 'enhance the difficulty of the experience' and all that jazz. Well, it didn't work out. I could tell there was allot of time and energy put into it - These people were clearly enthusiastic - But the experience ultimately fell flat because many design decisions felt amateurish, one of the chief of which was needlessly blocking off player paths with one way, crumbling blocks and providing no easy way back up outside of taking long detours around. These don't make the game more challenging or add anything else of substance; they just make the game tedious.
 

Golnei

Member
Generally, I thought the enemy design was decent enough, just lacking in regular variety - the progression towards having to rely on counters and Aeion shields (for the locusts) to just being able to cut through everything with regular beams provided a simple but tangible change in basic encounters. The game could have used some more enemy types that didn't rely on the counter pattern, but I wouldn't remove it from the ones which did use it.

The 'lock-and-key' design focus and sometimes-too-rigid level design did feel artificially restrictive, however - AM2R did seem to build its environment in a far less obstructive fashion; and feel less like you were gathering interchangeable Resident Evil mansion keys with each upgrade. The pointlessly, permanently locked doors did bring back memories of Other M as well, although this game is of course on a completely different level despite surface similarities.
 

Toxi

Banned
Why do enemies take so many fucking hits? I'm Samus *fucking* Aran. I've got a Plasma Beam, a Screw Attack, and Super Missiles. Why do my missiles and somersault bounce off and my beam do nothing to some of these motherfuckers?
Super Missiles obliterate most normal foes in a single hit. The Screw Attack kills the majority of enemies in 1 hit and almost all the rest in 2. Plasma Beam kills basically everything when rapid fired or charged in brief time. Enemies are fairly tanky early game, but late game they fall plenty fast.

Yes, you can't just jump through everything outside of bosses. That's a good thing. 2D Metroid (and Other M) has always suffered from the problem of how the Screw Attack makes combat virtually non-existent outside of bosses. This was okay in the original Metroid where there was no Space Jump and the game was such a struggle up to that point, but in games like Zero Mission and Other M there's a distinct moment where you just turn your brain off. The only way the games can balance the Screw Attack is by making enemies outright immune to it, eliminating the entire point of the power-up in those situations.

Samus Returns tries to add more depth to the combat with the melee counter, the changes to the ice beam, free aim... And all that just vanishes if the Screw Attack kills everything in one hit. Look at Other M; I don't like the combat in that game in the first place, but it's hilarious how they throw an enemy gauntlet at you at the end of the game and most of them can't even survive one Screw Attack. It's a joke.

The Screw Attack+Space Jump is still monstrously powerful in Samus Returns, but this is probably its best implementation in a 2D Metroid game since the catharsis of the original. Which is a good thing when you get the Screw Attack relatively early in Samus Returns.
 

NolbertoS

Member
Alright I’m on Area 4. I take it back that its an easy game, some levels are harder and getting powerups involves more thinking than just a regular Metroid game. Took me 3 hours on Area 2 to find thr Area 3 entrance eventually. I’ll do a second run eventually for a quick time but man, this game is bringing back Metroid Prime vibes but in 2-D.
 

Opa-Pa

Member
I seriously don't get the complaints about enemies being spongey. Sure, they're beefier than in previous games, but that's because you're encouraged to use your parry which 1 shot kills everything, and even without it a couple missiles/charge shot gets the job done. And when that's not the case and there's a new enemy type that seems impossible, it's usually because you're pretty close to a new upgrade that will take care of it.

Also this isn't particular to the thread, but Mark Brown released a video comparing this and AMR2 to the original, and while I found most of his points criticizing SR very fair, I disagree with this game not capturing the tension of infiltrating an alien world. Sure this game is more crowded, and some areas that used to shine for being desolate now are swarmed with powerful enemies, but I think that's because they chose to change the sense of tension caused by desolation for one of pure hostility. This is the first game in the series where no enemy is indifferent to you, everything will want to kill you on sight and that really added to the feel of the game to me, I had never felt this threatened in a Metroid game since Prime 2, and IMO Samus not being completely overpowered even with her screw attack is part of it.

Basically I really, really liked how the game communicated a feel of hostility and constant danger with its difficulty balance and enemy behavior, which is a nice spin on the original that suits a more action oriented title really well. And nerfing Samus' powers is part of it, and feels fair without outright making her weak.

Oh, and another point that usually goes unnoticed, the game gets flak for ignoring how the original made normal enemies rarer the closer you got to the hive, but again, they simply used a different approach. SR effectively uses less organic enemies the closer you get, and uses more robots instead, which is appropriate because that's the kind of thing metroids would ignore and also happen to be the strongest regular enemies in the game, so it respects the original intent while not taking challenge out of the equation due to the game being action heavy. I found it a great detail.
 

Firebrand

Member
Did you know? Holding R to aim or
spiderball
also destroys your hearing! (The poor placement of the volume slider on the original 3DS XL really becomes apparent on this game)

Finished it at 100% earlier at a 17:50 clear time, took me an hour at least to find that last upgrade in a wall that I had apparantely missed bombing. Have to say I enjoyed it a lot more than I expected.

Difficulty felt just right, with no boss aside from the early Metroids being real pushovers, yet none that really frustrated me. What did frustrate me a lot of times were the controls. Being able to tap the touchscreen to go straight into morphball was useful, but there were still a lot of times where I couldn't get Samus to do what I intended to.
Screwattack
is a bit wonky as always, but it's been worse too.

Game doesn't feel nearly as claustrophobic as I remember it, and I didn't expect there to be so many man-made structures on SR388. On the other hand, the backgrounds really were amazing to behold in 3D, and while I scoff at complaints against WB:Dragon's Trap for having "floating platforms", it was a nice touch how they actually connected platforms in this to the background geometry.

Music was okay but relied overly on previous work without the real connection. Hearing Lower Norfair music just from entering a single lava room made groan a bit.

But yeah, overall I say it was a solid game. Now I feel like replaying Super Metroid or perhaps even Fusion, even though I did not love that game.

Edit: Forgot another thing that annoyed me early on - the Scan Pulse. At first I didn't know exactly how it worked since it wouldn't work when I pressed A, even when it hadn't been recently used. When I got it to work once and saw it was a hint feature, I decided to not use it. Unfortunately, you can't unequip it until you get more Aeion abilities and it's real easy to hit it by mistake, and the window for cancelling it is really tiny. I had to reset my game twice, losing progress, because I hit it by mistake.
 

Toxi

Banned
I seriously don't get the complaints about enemies being spongey. Sure, they're beefier than in previous games, but that's because you're encouraged to use your parry which 1 shot kills everything, and even without it a couple missiles/charge shot gets the job done. And when that's not the case and there's a new enemy type that seems impossible, it's usually because you're pretty close to a new upgrade that will take care of it.
Ice Beam -> Missile/Melee is your bread and butter in the early game. It two shots everything, stops enemies mid-attack, and just feels good. With 30 missiles right off the bat and enemies constantly dropping missiles, it's not like you'll be running low on ammo.

Or just use Ice Beam to stop enemies from attacking you as you run past them.

On the note of damage sponges, remember how many shots it took to kill those flying bastards in the original Metroid? The ones that divebomb you and then stay at ground level humping you until you jump? You basically had to use a missile to kill them, and you couldn't aim diagonally or crouch. That sure was fun. Especially combined with the extreme slowdown that often happened when they were onscreen.
 

Paltheos

Member
Super Missiles obliterate most normal foes in a single hit. The Screw Attack kills the majority of enemies in 1 hit and almost all the rest in 2. Plasma Beam kills basically everything when rapid fired or charged in brief time. Enemies are fairly tanky early game, but late game they fall plenty fast.

Yes, you can't just jump through everything outside of bosses. That's a good thing. 2D Metroid (and Other M) has always suffered from the problem of how the Screw Attack makes combat virtually non-existent outside of bosses. This was okay in the original Metroid where there was no Space Jump and the game was such a struggle up to that point, but in games like Zero Mission and Other M there's a distinct moment where you just turn your brain off. The only way the games can balance the Screw Attack is by making enemies outright immune to it, eliminating the entire point of the power-up in those situations.

Samus Returns tries to add more depth to the combat with the melee counter, the changes to the ice beam, free aim... And all that just vanishes if the Screw Attack kills everything in one hit. Look at Other M; I don't like the combat in that game in the first place, but it's hilarious how they throw an enemy gauntlet at you at the end of the game and most of them can't even survive one Screw Attack. It's a joke.

The Screw Attack+Space Jump is still monstrously powerful in Samus Returns, but this is probably its best implementation in a 2D Metroid game since the catharsis of the original. Which is a good thing when you get the Screw Attack relatively early in Samus Returns.

I'm not sure you're getting my point (and I don't agree with the 'most' assertion but I haven't done the math so I'll put that aside). Missiles and shit don't work in situations where I'd normally use them. They're slower-moving projectiles than my beams, so they should be used against slower moving armored targets that are either unaffected or inefficient to kill with the beam, but this is often not the case (or sometimes is but impossible to distinguish at first because the enemy you're engaging is a palette-swap version of a weaker one that has now blasted you in the face for not being precognizant).

The worst, the absolute worst, that captures allot of the problems of the combat in this game is the clusterfuck that is area 3 (or late area 2, whatever, all I know is this segment of the game goes on far too long). This is around the time you have only the wave beam sans spazer or any additional beam enhancements, but the game has started rolling out the armored, spiky dudes that waddle around everywhere. These enemies cannot be harmed head-on with anything in your arsenal. Your best way of combating them is carefully lining up shots at their legs and maintaining that because you also invariably need to land several hits to secure a kill. You sometimes have the relief of killing them through walls, slowly, but many times the level design is not conducive to helping you - Maybe they're climbing a wall, turning their shell toward you, or maybe there's another enemy closer to their position that would put you in a dicey situation if you jumped up there to fight.

I also decided to put some of this shit to the test, as a couple people have responded enemies go down easily enough. The rolly spiky dudes at endgame, with Plasma Beam, took 6 full shots (with all three spazers hitting) to go down. The running laser bot (the one which shoots a beam in a cardinal direction and then flies in a perpendicular direction), took 8. They did go down with 2 Supers though! And maybe this is just my own game knowledge or execution lacking, but I've found that even against enemies vulnerable to the Screw Attack, it sometimes just doesn't work. As in, I'll propel myself at them while somersaulting and then take damage instead. I haven't confirmed a cause.

I've never seen the traditional potency of Samus' arsenal at full power as a design flaw. Prior games pit you against enemies you had to figure out and work around in a reasonable manner or exercise patience with (to a reasonable degree - the argument by itself would be lenient to SR but I think the game asks too much of you) until you grew more powerful to freely get around them. Screw Attack is an endgame item. a reward for the patience and effort you've shown so far, and a means to easily traverse the environment as a legendary bounter hunter should be able. Screw Attack should barbeque common vermin. And within the game itself, it just lets you get around faster to do the things you want to do before finishing the game. Slowing me down at the end to pound out at enemies I already understand - Worse, often palette swaps of even older enemies - is a waste of my time. If you're gonna do something creative and interesting with it, like the golden X pirates in Fusion, sure. Go for it. SR has no such ambitions. It just wastes my time.
 

Sadist

Member
Completed the game last two nights ago...

Twas good. For a 2D Metroid easy regarding completion rate. I never got 100% so easily. Still, the game is no push over. Omega and Metroid Queen were quite formidable and took me a few tries. Final boss as well.

The map is fun; the locations aren't as diverse, (area 7 though) but I enjoyed exploring it. Its just good to have Metroid back.
 

wwm0nkey

Member
Man this game looks REAL good in HD. If you guys can dump your rom, I 100% recommend trying a run in Citra

2c952833b5db1d59b8c47fdbefcf1860.jpg

a188e62fa06e2f68ea22bd20739c16d7.jpg
 
Just cleared the game front to back in three days. 100%, just under 17 hours (21 according to the activity log). I spent a lot of time bombing the shit out of every wall and ceiling, and avoided using aeon abilities unless required... Disappointed that I had to use the scan pulse for the final pickup I was missing in area 4.

Overall I loved it. It felt really good to play a proper Metroid game... Great job by Nintendo and Mercury Steam. The game is massive and well designed throughout. Boss battles were fantastic, and the Metroids were fun to fight for the most part. The aeon abilities were nice additions and integrated into the game well. I love how they kept the music less melodic, as it is a key factor in preserving some of the atmosphere of the original.

In terms of how it compares overall to Metroid II, it takes the term "reimagining" to a whole new level. Which is awesome, because we also have the more faithful remake in AM2R. There are now three legit versions of the best game in the original trilogy. It's hard to say right now where this stands in overall rankings as it's so new, but it's up there with the best of them and is definitely a GotY contender for me. I just pray that this does well enough so Nintendo and Mercury Steam can get to work on Metroid V for Switch.
 
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