Metroid: Samus Returns

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Metroid: Samus Returns
Nintendo 3DS
15 September 2017
Action-adventure

Introduces new gameplay mechanics, a return to traditional 2D Metroid
Many of the extra features require amiibos to be unlocked, little variety in enemy types
Review

Although Nintendo missed its chance to celebrate the Metroid franchise's 30th anniversary with a proper Metroid game in 2016, the fan-made AM2R by DoctorM64 released in that same year filled the void for many fans who were yearning for a return to a traditional 2D Metroid game not seen since Metroid Fusion back in the early 2000s. Though DoctorM64 was quickly forced to cease distrubution of the game shortly after release, it would be revealed later that an official remake of Metroid II: The Return of Samus would be released in the following year for the Nintendo 3DS. While it is very tempting to compare Samus Returns and AM2R, I feel that is something that should be covered in a seperate review, and this review will purely compare against it's official predecessor for the Nintendo Gameboy.

Graphically Samus Returns has taken a 2.5D approach for it's presentation. When compared to the original game on the Gameboy, the world seems more alive, and you can sometimes creatures moving about in the background. Another interesting thing they have done is make use of hues and colours to give the levels a certain atmosphere to them, and I noticed this prominently in areas where you encounter Metroids. This seems more to give people a hint that a Metroid is possibly nearby, though I feel it does eliminate that element of surprise that was present in the original GameBoy game, where you would just be exploring the area, and just run in to a Metroid without any warning.
The design for the Metroids have also been given a significant update. While the Alpha and Gamma Metroids are more in line with the original GameBoy design, the Zeta and Omega Metroids are a significant departure. The Zeta is given a more bestial design, similar to a wolf or tiger, whereas the Omega is presented as something more of a dinosaur.
While not a problem with the graphics, I do have some issue with some of the level design choices, specifically the lava levels. While there isn't really a single dedicated area for high heat/lava, such areas are scattered about existing areas. So while you're going about exploring, you will randomly encounter a high heat/lava area. While I can understand this is more for the puzzle element of exploration, I felt it was a little jarring. Another issue I also had was the lack of variety of enemies. While the enemies that are in the game are fine, the fact that there were several colour variations of the same enemy with a slightly different attack patten, or faster attack rate, spread out through all the areas of the game was also disappointing, considering that the original Metroid II had a much wider variety of enemies. However, there is a reason for this, which I will cover later.

In terms of the gameplay, if you have played any previous 2D Metroid game, you will have a pretty good idea of what to do. You explore, find items, kill enemies, open new areas, backtrack ocassionally and so on. However, like all other 2D Metroid games, the differences lie in the smaller details. The first of which is a map, something that wasn't present in the original Metroid II, where you either had to rely on a guide, or draw your own map. While the map alone is sufficient, Samus Returns goes a little further to allow you to place markers on the map, which is particularly useful if there is a door you cannot access, or an item you cannot reach due to not having the required weapon or item at the time, and need to come back later. I found myself using this feature often, and would love to see this implemented in future Metroid games.
Next, is the Metroid counter, which has also received an update. The counter now shows how many Metroids are left in an area by default now, and a new warning feature has been added, which will alert you when you are near a Metroid, though it does not specify where the Metroid is exactly, and the warning will intensify the closer you get to the Metroid. I feel mixed about this feature, as I do like the idea of the warning system creating some kind of tension about an enemy you cannot see yet, but know it's nearby, but on the other hand, it does in a way kill off some of the surprise of not knowing when a Metroid will appear.
To also accomodate for new players, there is a feature that can help you identify where Metroids are if you are ever lost. This usually requires going to certain "gates" located throughout the game which block your progress until all Metroids in an area are defeated. However, to not make it too easy, you can only make use of this feature provided you have at least killed one Metroid, and even then, it doesn't precisely identify where the Metroid is, but rather where it's discarded larval shell is, which I feel is a good compromise in that the game does give you hints, but does not outright give the answer, requiring players to put some effort in on their part.

Some new mechanics in this game include the Aeion abilities. There are four types of abilities that use a meter and allow for certain abilities for a limited time. These include a pulse to reveal a portion of the surrounding area, including secret areas, and even the ability to slow down time, which I think is an interesting alternative for the Speed Booster from previous games. While some of them do feel a little cheap, others are essential for accessing hidden items and getting 100% collection rate. Other tweaks include the beam system. While the beams automatically stack together like previous Metroid games, the ice beam is treated as its own separate beam, and is useful for accessing higher areas, and for stunning Metroids.
However, the most notable change is the combat. While Samus generally moves and shoots just like most Metroid games in the past, two new features have been introduced. The first one comes in the free aiming function. Up until now, Samus could aim in all 8 directions, which was already plenty for her. However, Samus Returns introduces this feature, where you can pretty much aim all around, albeit you usually have to be stationary to do so. Regardless, it's a very useful feature for aiming at enemies that may be too far away, or when you need to make a precise grapple shot. In addition, the free aim also has a "laser sight" included to help with aiming and ensure that you're on point. Lastly, Samus has been given a new melee attack, where she can hit enemies that get too close. However, if you time this right, you can stun enemies and do extra damage to them with a follow up shot. However, the problem here is that the entire game seems to be built around this mechanic. While it isn't a bad mechanic, in fact I think it's a pretty good mechanic, it gets tedious when just about every enemy has a set attack pattern that is designed around this melee attack. This is why there are so few enemy varieties in Samus Returns. I feel it would have been better if some of the enemies were designed around this attack as opposed to most, and in exchange add more enemy types in the different areas of the game to truly give each area a unique atmosphere to them.

My one other major gripe with this game is the way extra features are handled. While the extra features are nice, you are unfortunately required to purchase Amiibos to be able to unlock them. Since there are at least 3 Metroid themed amiibos, and the fact that just one amiibo is not cheap, you are paying extra on top of paying for a full-priced game. To make it even worse, if you have the first generation 3DS consoles that do not have the amiibo reader function built in, you have to pay even more to get the reader, before you even get the amiibos. I am hoping that the extras will be unlocked in a future update, but I'm not holding my breath, which is such a shame, considering that while the extras that are locked are nice, I don't believe they are worth paying for amiibos and an amiibo reader to be able to get the full experience.

Following from the release of AM2R, it is nice Nintendo cared enough about the Metroid franchise to release an official remake of one of the lesser known chapters of Metroid. Undoubtedly, there will be people who will pick a side between AM2R and Samus Returns in terms of which is a better experience. Regardless, despite some of its flaws, I believe that Metroid: Samus Returns is a game that is certainly worth picking up and playing.

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