Reviews from

in the past


Replayed this finally in color
It looks so nice

I didnt beat this the first time I played the game (I dont think I even reached the Zeta Metroids), Queen Metroid is an awesome final boss

While more polished in some areas and telling a much more moving story I honestly preferred the original Metroid somehow.

This review contains spoilers

I went into this game with tempered expectations as I was cautious of how the game would hold up. Despite how much I respect its ambition and how ahead of its time it was, I found Metroid 1 to range from mildly enjoyable to moderately frustrating, so I was pretty skeptical on how a successor on the Gameboy would stack up…after playing it, I am glad to have had my concerns proved wrong. Very wrong in fact, as this is a fantastic game, a huge step up from its predecessor and the game that made me a real fan of Metroid.

The first substantial improvement over the first game is the controls. Samus is now able to shoot below herself when in midair and can take a stationary crouched position to shoot knee-high targets, making it so combat is more like fighting enemies and less like fighting the limited controls.

There are ten save stations around the map, though two are very close to each other so functionally there are nine. I think it can be a little bit too hard to come by one, but overall, it works fine, and I much prefer it over Metroid 1’s password system. There are also refueling stations placed about, they come in handy but are too few and far between to be able to lean on.

Metroid wouldn’t be Metroid without upgrades and Metroid II not only keeps the old ones but brings in some new blood with the spider-ball and the space-jump. The spider ball lets Samus cling to surfaces while in morph-ball mode and traverse walls and ceilings which adds some nice verticality to exploration. The space-jump serves as its more mobile late game equivalent, letting Samus be able to jump repeatedly while in midair, infinitely if your timing is good. I don’t think a single other powerup in Metroid’s history feels as satisfying to get as the space-jump, though the screw-attack comes second due to how well it synergizes with the space-jump.

What I believe to be the most important quality of a Metroid game is its exploration and world design…and the Metroid community’s most common complaint about Metroid II is regarding its exploration and world design…specifically, its different approach to entries in the series both preceding and succeeding it. The player has to enter and complete each zone in a specific order with backtracking being largely absent, once you are done with an area you typically never have to set foot in it again and what few revisits there are, are very brief. Though, each zone lets you explore in a non-linear manner within its confines. I think this direction is perfect for the game when accounting for the often-forgotten fact that this was made for the Gameboy, a handheld console most owners would typically use in car rides, on breaks or during recess. Having a giant intertwined world with backtracking large distances like Metroid 1 is a little bit demanding for a system people would typically play for shorter time frames. add the fact that the first Metroid was already difficult to navigate while having the advantage of being on a home console where most people would typically have longer more dedicated play-sessions than a handheld, a more bite-sized approach to the world that still embraces non-linearity works best for the Gameboy, while still keeping what makes Metroid…well, Metroid!

The second most common complaint about Metroid II is how zoomed in the camera is. I view it in a similar vein to Resident Evil’s fixed camera angles, where the game is designed specifically to obscure the players vision. Vision is one of your strongest and most reliable abilities in a game, so to have that limited makes you more vulnerable. The game takes something away from you. This would normally be annoying in something like an action game or a shooter, but with horror it adds to the experience. Metroid II, whether you find it scary or not, is a horror game. It turns what was a limitation of the hardware into a way to build dread. When you find the shed remains of a recently hatched mutant Metroid, you know its near, but not exactly where it is or when it will attack, having to keep begrudgingly inching forward, not knowing when it’s going to pop into view.

Both the story and objective of the game revolve around hunting Metroids. the Metroids, while being a plot point in Metroid 1 and the series namesake, I’d argue this is their first real game in the spotlight. When you first land on SR-388 you enter a cave and explore for a bit, then eventually find a Metroid, but unlike previous encounters with one, this one starts to mutate. It jettisons its old form for one resistant to the ice beam at the cost of a very weak underbelly. As you dive further into the planets depths finding upgrades and progressing, you find more and more Metroids, some being even further along their mutation process, getting more agile and deadly. while fighting the Metroids can be range from an intense, erratic scuffle to a complete mess depending on the arena design, I ultimately enjoy their presence throughout the game and even the worst of the fights are better than any of the bosses in Metroid 1.

I really adore the environmental story telling throughout the game, especially near the end just before the Metroid nest where there are no enemies besides the Metroids to convey how invasive they are to SR-388’s ecosystem. It really sells the sense of urgency in hunting the Metroids before they mutate to a stage too strong for you to stop and eventually take over the planet in its entirety.

Metroid II is extremely ambitious for a horror game on the Gameboy and it’s even more impressive that it manages to achieve what it does. It has an intensely strong sense of identity and stands as both a huge improvement from Metroid 1 on almost every front and as a great game in its own right.

Maybe the most underrated game of its era.

Somehow both the most non-metroidvania metroid game and also the most confusing. If I didn't have a map pulled up, I never would have finished it. Worst final boss in video game history

I popped this on intending to quickly check it out and see if I could relive some nostalgia. Accidentally played the whole thing, woops.

I really like this game. I absolutely have nostalgia glasses and am blessed to remember all of the nonsensical hidden esoteric bullshit, I can't imagine trying to parse this as a first-timer.

But I'm gonna live my truth, this game is great, it's probably a big stupid idiot move by me that I haven't played the 3DS remake, I should fix that asap.

Also first time finishing the game in under 3 hours and getting bikini Samus at the end, go me I guess?


A surprisingly solid evolution of the formula from the NES debut. The first ever Metroid map that feels genuinely well thought out and fun to explore. The Spider Ball makes its series debut and has a pretty solid spot in Samus' arsenal. The missile and energy reloads were maybe too plentiful and non-diegetic, but this game is fucking hard, and legitimately so, unlike the first.

This game’s music and style is #awesome. I know it was supposed to be green but my emulator played it in black and white and the screen is super zoomed in, you can’t see 3 feet in front of you and the soundtrack is just these harsh noises and beeps and screeches, there’s rooms and dark hallways with no enemies and it gets more and more frequent the more you progress and the deeper into the planet you go. I feel so unwelcome, tense, out of my depth, and on edge. Super cool af.

I hear a lot about how metroid 1’s abrasive and alien design was lost in future games and while I do like the thought of duplicate rooms, death traps, and in general just map design that is meant to trip the player up and fuck with them, (See tricks and traps from doom 2; one of the greatest videogame levels of all time.) that wasn’t what stopped me from wanting to finish metroid 1. It was just unfun to control. Moving around sucked, shooting sucked, the health economy sucked unless you were willing to grind those bug ejecting tubes for like 10 minutes, and it was huge so if you got lost (no map) you were LOST for real. This game is genuinely fun to control, the movement as well as the combat is smooth and is up to modern standards. The game is much more linear so the lack of a map isn’t as big of a deal (though, not having any colour made it hard to mentally isolate where it was you needed to be. As well as remembering all these BS normal ass blocks that you can crawl thru.) ((double also, i’m probably a little advantaged on this front cause i played AM2R))

I do feel the metroid fights themselves got old really quick and despite the mutations my strategy of just tanking it all and spamming missiles never changed. It was like the same fight but reskinned and they gradually got more and more bullet spongey. And also there wasn’t enough health recharges in the later stages cause there were so little enemies to regain hp from. I had to backtrack just for hp. Later I looked it up (AFTER I FINISHED!!) and it turns out yea that was the closest one lol

I think this game is worth playing and I had fun. At least give this one a fair try.

Tough to go back to after the masterpiece that was the 3DS remake, but it's impressive to see what they were trying to do on the Gameboy back in '91

A decent entry in the series - good graphics for the time and refines a lot of aspects that were flawed from the original, such as save and recharge stations. However, barring a few tracks, the music is mostly ambient bleeps and bloops, and the gameplay can get pretty repetitive by the end of it all.

I bought Metroid II at a garage sale a long time ago. Child Me was never able to get into it. The small screen of the GameBoy and the lack of a map made it a challenge I wasn't willing to overcome. Now, with a map (thanks internet) and a larger screen (thanks emulation), I played through the whole game. And I'm glad I did it, at least for the satisfaction of conquering a childhood foe. It's a decent Metroid game, especially for how old it is and the hardware it was running on, but it lacks much of what made later entries to the series such good games. Even more, the game is about committing Metroid genocide, but the titular enemies are disappointing. The early ones present almost no challenge, and any challenges presented by the later ones is because they've been programed with cheezy unfair advantages over the player. It's not a bad game, but it isn't a standout in the Metroid series either.

This game is badass, you have one goal: kill every single metroid on this planet and its as satisfying as it sounds.
The Metroid gameplay translated well onto the handheld, amazing atmosphere and music and all this on a gameboy which is pretty crazy.
Ending is also great without the unnecessary boss they added in the 3ds remake

I'm reminded of why I dislike the OG Gameboy because of this game.

Big improvement on the first game. The power-ups were so much more fun and actually felt like getting stronger. The quest to destroy all the Metroids was a fun way to change the structure of the game. I used maps online for most of my playtime which obviously changes the way I played the game, but I felt it necessary to improve my experience. The refill points for pickups were so much better than having to grind for health and missiles. Wasn't expecting to enjoy the game as much as I did.

Not the best Metroid but still a good game

How did people beat this without a guide wtf

While a technical leap from its janky predecessor, the removal of the jank kills the game’s personality. The Metroid counter can sometimes go back up, creating a weird ‘blink and you miss it’ progression hint system that can throw players off at key moments.

It's about what I expected, unplayable without following a map but I have a weird soft spot for these old cryptic games so I had fun playing this.

Honestly had a lot more fun with this one than I was expecting. Basically having the entire game be a hunt even with a tracker at the bottom was a neat idea. However, the game has a lot of jank and those old metroidvania flaws. Some of the later forms of Metroids are just annoying and the final boss is a joke once you figure out a secret to it. Really excited for when I get to the remake and see how they (hopefully) fixed my issues with the original.
Final score: 5/10

this aged like your republican aunt who got drunk and grabbed her keys

This review contains spoilers

Metroid’s debut on the NES possessed plenty of unique and admirable elements, hence why it has influenced countless subsequent video games since its release. However, I grant the first Metroid game much less clemency than its fellow Nintendo icons during their freshmen years because navigating through the hostile hedge maze of an alien planet was too absurdly rigorous a task while being rendered in 8-bit graphics. It’s a brilliant idea whose execution in this vestigial era of gaming couldn’t possibly have been feasible, which is probably what inspired so many imitators to replicate its design philosophy when the gaming hardware could emulate it effectively. Because I’m already adamantly critical of a Metroid game on the NES, you can imagine why I’ve avoided its sequel on the original Gameboy like the plague. If Metroid on the NES is aggravatingly primitive as is, imagine how it would be downscaled on a handheld. It’s something I’ve shuttered to comprehend for some time now. However, Metroid II: Return of Samus on the original Gameboy is still an essential piece of the franchise’s evolutionary history, so I feel obligated not to eschew it from my gaming repertoire. Upon playing a game akin to eating my Brussels sprouts, I was surprised to find more positive aspects of Metroid II than I initially anticipated. Do these additions and rearrangements make Metroid II more pleasant than its console predecessor? Uh…

As detailed in the game’s manual, Metroid II is a direct sequel to the original Metroid in that its narrative follows the events of the first game when Samus defeated Mother Brain on Zebes. Now, the Galactic Federation is taking the fight to the metroid’s home planet of SR388 to exterminate the intergalactic parasites, ensuring that the dastardly Space Pirates will never harness their deadly biological properties ever again. However, upon storming the hive, an entire fleet of Federation mercenaries goes missing. Evidently, not even a gang of men can be relied on to do a woman’s job, so the Federation assigns Samus the intrepid mission of causing the metroid’s abrupt extinction. Future Metroid games would utilize the premise of invading an enemy hive as a climactic point, but Metroid II revels in the thrill of infiltration for the duration of the game. Because entering the heart of the threat is more of an intimate attack, Metroid II immediately raises the stakes of the narrative compared to the previous game.

The first Metroid certainly portrayed the dim nothingness of space effectively with its blank, black backgrounds setting the scene, whether it was an intentional artistic display from the developers or an inadvertent advantage of the NES’s primitiveness. At least the unseeable abyss of the backgrounds was contrasted with a pleasantly diverse color palette that gave the foregrounds their discernibility. Little known fact about the original Gameboy model, the handheld was so rudimentary that it could not support colors, so every game was rendered in stark black and white like the golden age of Hollywood. While the lack of colorization wouldn’t necessarily impact a Mario or Zelda game on the go, Metroid suffers completely. Contrasting a completely black background with white amongst grainy shades of more black turns any game into a graphical slurry thick as pea soup. Some later versions of Metroid II provide color where the foreground of SR388 is a cool blue, with Samus sporting her trademark red power suit with tinges of yellow. Still, the improved color scheme is only marginally less monochromatic than its original in black and white or the other version where it is shaded in a blanched, greenish-brown. To compensate for the lack of graphical discernibility, Metroid II’s camera perspective for the player is zoomed in to the point where it feels as if Samus’s body takes up half of the screen. I appreciate the consideration that Samus wouldn’t be sighted as easily from afar in black and white, but it’s a tad too close for my comfort threshold.

Considering that Metroid II couldn’t possibly stand up as a bonafide sequel to the NES Metroid with graphical enhancements, the developers sure did attempt to amend the awkward regression of hardware with several quality-of-life enhancements. Then again, the first Metroid was in desperate need of these enhancements anyway, so they were ultimately still a necessity even if Metroid’s sequel was on the same system. Firstly, the ability to aim Samus’s blaster in more directions than horizontally and vertically is a blessing. With a flexible dexterity that allows Samus to aim downward in the air, Samus is much less vulnerable and will take less unfair damage because the blind spot has been rectified. Acquiring energy tanks and missile upgrades will no longer involve borderline sequence breaking, although the paths to a number of them will sometimes be behind illusory walls like a number of upgrades throughout the games of this era. Most importantly, save stations are strewn aplenty as well as places to replenish health and missile ammunition, mitigating the need for an excruciating grinding session shooting at enemies to stave off dying and reverting all the way back to the beginning (which is now defined as where Samus parks her ship). If the Gameboy could implement a functional save feature, what’s the excuse for the NES rarely offering one? Outside of my general delight that all of these features heightened Metroid II’s accessibility, what surprised me was how many of Metroid’s power-ups made their debut here. The Spider Ball climbs up the coarse terrain of the metroid’s home planet as smoothly as seen in other Metroid iterations, and the same goes for the Spring Ball that jumpstarts Samus in ball form as sprightly as a reflex test. I had no idea that something as dangerous and erratic as the Screwattack could be implemented onto something as fragile and unsophisticated as the Gameboy but nevertheless, Samus is able to spin herself airborne with deadly energy to her heart’s content. The new spazer and plasma beams accompany the returning ice and wave beams, but Metroid II continues the problem from the previous game in that these beams cannot be alternated in an inventory of sorts.

You know what other feature Metroid II continues to omit? In all their wisdom and experience, Nintendo still did not find a map to be an indispensable facet of their exploration-intensive IP with cramped corridors galore and a smattering of secret upgrades. If I were on the decision board, I’d heavily protest. The visually muted depiction of this (literally) uncharted planet is really an insult to injury. Also, to compound how egregious this glaring oversight is, SR388’s world here is at least three times larger than Zebes. Have fun trying not to struggle at every waking moment trying to find your position in relation to where you’re intended to go. While the exclusion of a map is still just as unacceptable, at least SR388 is constructed a bit more prudently than the series of stairs and hallways that was Zebes. SB388 is organized incrementally, meaning that the entirety of one section has to be completed in order to proceed to the next one. Once everything is cleared out, the game gives them an indication to move onward: shaking the map like an earthquake, signifying that another section has been unearthed. Still, not providing a map for this instance renders this neat progression point moot because it’s incredibly unclear where the next area is.

Constantly scrambling to find the next area notwithstanding, how does one progress through the catacombs of the metroid’s home planet? When I stated that Samus’s mission was to eradicate all Metroids from the galaxy, this isn’t merely a narrative catalyst. Forty metroids have hatched from their cocoons like caterpillars and the overarching quest of Metroid II is to eliminate all of them. However, these are not the same jelly-headed brain suckers seen in the first game (and the ones we’ve become familiar with through subsequent titles). The homebound metroid resembles something of an intergalactic hornet, also buzzing around with the aggression of one once they encounter Samus. As Samus continually blasts them to bits, the genome of the metroid species is going to adapt to Samus’s opposition, scrolling down the letters of the Greek alphabet for categorization. The Zeta and Omega metroids that Samus will eventually be forced to contend with will look gnarlier, uncategorizable space monsters. However, their formidability will only prove to be an aesthetic evolution as a few missiles will still be the tried and true formula for this “superior” genetic line of metroids as it was for the Alpha and Gamma ones. Defeating them will always be a facile undertaking, but I cannot proclaim relief for the challenge of finding all of these bastards without a map. I can’t even begin to count how many times I’d scour the map frantically if I missed one. Anytime I eventually found the untouched metroid, I always felt my efforts were due to dumb luck.

It isn’t until the final boss against the Metroid Queen that Metroid II offers something on this planet that Samus won’t be able to gun down in a matter of seconds. This monstrous matriarch isn’t the overwhelming endurance test that Mother Brain proved to be, but its retractable head and screen-spanning spike balls it regurgitates is bound to graze many unknowing players. Instead of a spontaneous self-destruct sequence occurring as a falling action, Samus looks behind the remains of the final boss to find an egg on the verge of hatching. Suddenly, a little metroid hatchling in the classic model appears, but it does not approach Samus with the same hostility as the adult ones Samus has been laying waste to. Samus takes the little guy back to her ship at a leisurely pace, and the process of walking this unexpectedly cute and docile baby metroid like a pet is quite gleeful. It almost gives some perspective on how dangerous the metroids really are despite what the narrative has been feeding us. A nature versus nurture argument, or maybe it turns into a monster when its innocence is inevitably lost somehow.

Was it really necessary to put the sequel to Metroid on the Gameboy? Nintendo’s first console overstayed its welcome far past its commercial peak of the late 1980s well into the next generation, so why couldn’t Metroid II have joined its predecessor on the same system? Metroid II would have benefited greatly from being developed on a more reliable and stable piece of hardware because it should by all means be unequivocally better than the first game with all of its successful advancements. However, the opaque, black-and-white graphics, uncomfortable angle of sight, and no map to reference for progression yet again make Metroid II nauseating. At least some of these issues could've been remedied on a home console. The next game in the Metroid series was when the series definitively joined the primetime of gaming royalty, but it’s a shame to think that it potentially could’ve happened three years sooner if a mechanically inferior Nintendo product didn’t mar Metroid II.

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Attribution: https://erockreviews.blogspot.com

A two-steps-forward, one-step-back kind of sequel. A few mechanical tweaks and an added emphasis on narrative made this more memorable on the whole than its predecessor, but there's still a feeling of "not quite there" that's hard to shake. Partly, this stems from the linear cul-de-sac design of the world compared to the circuitous labyrinth of the original - knowing that you can't proceed until you fully explore a giant chunk of the world to find a single Metroid only gets more frustrating as the game goes along, and the lack of a map makes the lack of direction truly painful at points.

The story is the star here, though - it's still indirect like the original, but the harshness of Samus's genocidal assignment begins to seriously weigh on the player as they dive deeper and deeper into the Metroid planet. That ending is a stunner too, a brief ray of hope after a truly harrowing odyssey of extinction.

Can't say I loved it, but much like the first game, my overall respect for this game is boundless.

Played on Game Boy - Nintendo Switch Online, but only ever found and exterminated one Metroid. I have no interest in returning to this game; the Game Boy's monochrome graphics don't do a game without a map any favors.

Was enjoying it and then died and lost an hours worth of progress and quickly remembered why I do t beat Metroid games. Surprisingly fun though.

Metroid II: Return of Samus is more of the original Metroid, but improved upon. There is still repeating rooms and the greyscale and smaller screen size may make navigation a bit more difficult, however due to the game being incredibly linear it gets around this. I'd say if you want to play Metroid II, then just go play Samus Returns or AM2R, as they take the original concept and adapt and improve upon the original. Overall, not a bad game, but not really one I'll find myself going back to.

Looking back it's easy to undersell how popular Metroid was in the late 1980s. For a series often reputed as one of Nintendo's less successful franchises, the original game didn't just make a splash, but a crater, selling nearly 3 million copies by the mid-2000s. While a sequel was inevitable, it's strange that it would be released not only half a decade later, but on a remarkably less "prestigious" system. While both titles were developed by Nintendo R&D1, Metroid II: Return of Samus seems to have been developed by a largely different team, which explains why it feels so different compared to its immediate predecessor.

Metroid II differs most obviously from its predecessor in one major way: linear level progression. Linear should be used lightly, because you are still likely to get very, very lost if you are not paying attention. Unlike the original game, where you can largely explore most areas to your heart's content, Metroid II gates its areas behind progression, meaning the game feels much less free-flowing. Do not confuse this for the game turning into a standard platformer, as the bug hunt the player must undertake still requires active exploration to find all of the hidden metroids. As innovative as Metroid 1 is, Metroid II one-ups it in terms of refined game design, removing much of what could often make the original game very annoying. The gamet/geega/zeb enemies which were such a pain in the original game, while present, are far less unforgiving and never encountered in areas where they can end an entire run even in a worst-case scenario. The game's power-ups still require some searching, but they're never in areas that I feel the player wouldn't be able to discover on their own, unlike the original game's varia suit for example. Newer abilities such as the spider ball allow for greater navigation and it turns the entire environment into your playing field. The progression of the metroids from smaller creatures to beings that could tear you limb from limb with the flick of a wrist is an appropriate scale of challenge, but the last evolution in particular is perhaps too wasteful to take down (and yet, still entirely mandatory). This leads to a far more refined experience which, while perhaps not as creative or innovative as the original game, fixes a lot of its flaws and isn't nearly as frustrating. Nintendo hasn't quite nailed down the formula yet, though, as there are still some rough spots that hamper the experience. Some of the levels are a bit overly large, and while you don't exactly get lost per se, it takes far longer to traverse them than it should. The final area also requires grinding if you weren't an expert with your missiles beforehand to defeat the strongest metroids, but the missile drop rate hasn't actually been increased so you just spend a lot of time moving in between screens repeatedly to spawn them back in. Despite these rough spots, it's still largely a positive direction for the series and easier to come back to in the modern day.

Visually, Metroid II is a step forward and a step back at the same time. In terms of graphics, the game features superbly detailed spritework far beyond what the original game could offer on better hardware. Remember how Samus was sort of an amorphous blob in the original? Now you can see the individual rivets on her sprite, and her animations look far more "realistic", too. Essentially everything has had this graphical facelift, and understanding the typical level of visual fidelity Game Boy games reach, it remains mighty impressive. My main issue is that Metroid II, somewhere along the line, lost the atmosphere that the original game had in spades. Metroid's world was very colorful, which is not exactly something the Game Boy can convey and therefore not exactly a valid criticism, but there's far less variety in SR388 compared to Zebes. While there's occasional vegetation and quite a bit of sand, SR388...just isn't a particularly interesting place to explore. Gone are the space pirate lairs, the burning pits of Norfair (although the game still has lava), the sci-fi labs of Tourian, et cetera. It's all just replaced by rock, rock, and more rock. While the general idea is that the metroids are sucking the planet dry of its fauna and flora, it means that late-game areas meant to convey this don't feel much different from the earlier areas "full of life". On the flip side, the designs for the new metroid forms are very cool and it's interesting to see the effort Nintendo put into designing an entire evolutionary tree for their fictional species.

Metroid II's score was composed by Ryoji Yoshitomi, taking over from Hirokazu Tanaka in the original game, and the soundtrack must be one of the most disappointing aspects of the game as a whole. Tanaka's score for Metroid was atmospheric and memorable, fitting each area perfectly while providing iconic melodies that worked just as well on their own. Metroid 1's score feels like a living organism, and this is something Metroid II tries to achieve in a different way, but fails. While it's not without its successes - the melancholy yet beautiful title theme is worthy of great praise and the triumphant surface theme is an ear worm - it's largely weak attempts at atmospheric sound design that fall flat due to both repetitive composition and the limitations of the Game Boy's sound chip. While there is only so much you can do with the hardware provided, the jittering beeps sound more like Samus dialing a phone number rather than the ominous murmurs of SR388's creatures. The theme for the Chozo ruins is grating on the ears, as the bumbling Abbott and Costello-esque track feels like you're slamming your head against your Game Boy. While I do appreciate the moments where Metroid II uses silence to enhance its atmosphere of a dying planet, the score itself does very little if anything to add to that, and at points often detracts from it.

Metroid II: Return of Samus is sort of a two-step forward, one-step back situation. Its further improvements and refinements to the Metroid formula are much appreciated, and the game manages to fit a more linear structure without sacrificing the Metroidvania gameplay we've come to expect from the series. It's far less frustrating than anything Metroid 1 throws at you, though it is less innovative, something the game can't really be faulted for either. Unfortunately, somewhere in that five-year transition, the immersive atmosphere that Metroid was famous for left in favor of stone corridors and cacophonous music. Despite this, Metroid II is still a significantly better game than the original, and one that is worth playing for fans of the genre.

I couldn't find out a place to put this in the review, but I will add as a postscript that I think it's impressive how Nintendo managed to give Samus some poignant character development without having her speak a single word. Her refusal to kill the infant metroid despite causing the genocide of the entire species speaks volumes about her and the fact that this was achieved on an 8-bit handheld system is insane. It's a sweet and rewarding moment for beating the game.



I sure love fighting the same boss over and over

Joguei por uns 20 minutos em um Switch e achei um puta negócio estranho esse jogo. As cores são praticamente idênticas! Dá nem pra saber onde tem que ir.

Great game for an original Gameboy game and a huge improvement from the first game. The controls are a lot better, the map is designed much better, and the enemy placement also isn't insane like the first game. There are still some problems, however. The boss fights are a little repetitive and annoying, there's not much variety in scenery due to the limitations of the Gameboy's color palette, and having no health/missile refills in the last area with the omega metroids is pretty stupid. But otherwise, I very much enjoyed it. The way you kill the final boss is pretty cool as well and I love the ending with the cute baby metroid.

This review contains spoilers

ok so the only improvement is that samus controls SLIGHTLY better here.

the rest feels like a step back sadly. atsmisphere not as strong as the first one (only so much the music can do. its all GREEN). if i didnt have a guide i would have been so lost lol, the idea of exploring to find metroids to kill is fine, but it doesnt really work when theres such a lack of variance in areas.

the small moment with the baby metroid at the end was really neat tho