Reviews from

in the past


Once again keeping the ‘’trying to get everything in a Metroid game but then leaving two or three missile tanks behind because I can’t be bothered’’ tradition going, even in a game so different such as Metroid II, it’s heartwarming to see that some things never change, like extremely hidden collectables!

The original Metroid is, even to this day, a pretty big deal, not only because it spawned a series that in spite of admittedly quite noticeable lows —looking at the general direction of a certain Wii game whose name shall not accurse this review— has given some of the most beloved and impactful games of… well, of the entire history of the medium, but it also catapulted its entire world design style to genre-defining status, so much so that half of its name its derived from this series. Metroid may not have been the first one to pull it off, not by a long-shot, but it was the first game to pull off the ‘’Platform-Adventure’’ idea in such a well-designed, fun, and awe-inspiring way; Metroid crafted an entire world in a console that could barely run bigger than normal sprites, let alone to allow the luxury of having backgrounds, and year the planet of Zebes and its pirate infested caverns, even on its first iteration, feel alive, distinct and brimming with secrets and upgrades, by all accounts it’s a marvel, both technically and progression wise.

Metroid 2: Return of Samus not only had to follow up in what the original had done, but also do it in a console with even weaker overall hardware with a screen that couldn’t allow more than a few shades of green, and it what other conditions could this team produce anything but such a incredibly interesting and, in a ton of ways, unique game.

Metroid 2’s own nature revolves around the system is on, yes, but at the same time I think its fitting that such a different adventure is presented in such a different way; whereas Zebes felt mechanized, deeply corrupted by the pirate influence, each room calculated in such a binary way for the sake of stopping intruders and with the last bastions of nature being few and far between, the caves and passages of SR388 feel the complete opposite; no empire nor company has set afoot in these lands for a very long time, this is a land only taken by wildlife and nature, and even in a black and white world, it feels exactly like that. Not every single being in this game is out to kill you, in fact most enemies don’t have direct attacks, with the more aggressive fiends (aside of the Metroids) being the old abandoned machines, which I don’t know if there was any intent behind that, but it seems like a genius purposeful move. The landscapes of SR388 feel wild, untamed, each not existing not as an alien-made space, but as a true bastion of wildlife; rock passage-ways that reach the depths of the planter inhabited by fish that walk on land and strange mole creatures, acid lakes that get emptied by the quakes of a furious Metroid Queen after the killing of their spawns, strange bubble towers that fill the rooms and the most forgotten mast of the planet, and ancient abandoned structures overrun by what the Chozo left behind and animals seeking shelter; this is all on a fucking Game Boy ant it feels natural, it feels like a real world that was left behind, one that doesn’t follow the conventions of the pirate bases of old.

There are still some missile doors here and there, but most of the obstacles you face are not left on purpose, they are a byproduct of the decay in structure and bloom in life that the planet has seen, and so doors stop being that common of a way to stop your progress and turn into a signal of were a new upgrade is located, and now the powerups you’ll use the most to proceed will be things like the morph ball jump, the spiderball and the super jump. But even with these systems still at play, I’d be hard-pressed to call this a ‘’Metroidvania’’, Return of Samus reminds me much more of a divided by areas open world, since your advancement is only delimited by if you have killed the current set of Metroid or not, a change that serves a design and even narrative purpose; Samus’ objective isn’t to stop a big final menace, she’s here to exterminate every single one of the remaining bio-weapons that put the galaxy at jeopardy in the first game, and there’s a long list to go through.

Samus starts the game much more armed than in the first iteration, with the morph ball already on toe and with some missiles right out the gate, and the game overall seems to be far more centered on combat than it ever was; every single ability, even the previously mentioned ones, serve a ton in the fighting and evading process, even the beams are now just a change a change of weapon rather than actual tools, and with the game’s field of vision being much more closer to the character and the sprites being far more detailed than ever, there’s clearly a deliberate attempt to encourage fighting even when there’s no real moment in which you are trapped with a enemy; with every Metroid, even the final boss, there’s always the option to run, which not only helps if you ever get overwhelmed (which is pretty easy considering how aggressive your main enemies are), there’s always the opportunity to retreat and revaluate your options; you are fighting against terrible weapons after all… even tho now they feel more than that.

The Metroid go for just really scary bio-arms to actually terrifying animals, we get to see their evolution, their grow process, how they change and adapt, evolving from their known forms and reaching the enormous sizes of the Omega variant. They are threatening beings, not only because they can only be damaged by your most powerful tools, but also because the way they presented; the little animation that plays on some of them as you witness their evolution, the music changing to their theme as they charge against you, how memorable some of them, like your first encounter with an Alpha Metroid or battling a Gamma Metroid in a sand tunnel. This encounters don’t feel epic or grand, they are grounded and tense, this is not a space epic anymore, it’s a hunt that only ends after your list marks the number 0 and the Metroid Queen falls, and only then, after the adventure is over, no countdown for the explosion starts, it’s just a last stroll, accompanied by the baby, and you cannot get the thought out of you head that maybe what you were hunting were actual animals and no simple killing machines, you didn’t really save the galaxy, you just turned a massacre into routine.

Metroid 2 is unlike any other Metroid game, and not only because of the way it plays or its presented, but also because of how it incredibly handles its world, how it’s done in such a perfect way that traversing it stops being an act of adventuring and more of a slow voyage and contemplation, which is something I can’t say expected to feel about Metroid but on Game Boy. However, this attempt at bringing what can be done on this console to new heights and shattering its own conventions comes at pretty clear prices; even if I can’t stop gushing about how the planet is designed, the way SR388 is designed clearly suffers from WhereTheFuckDoIGo-itis, not only you don’t have a map, the new paths that open are all over the place and aren’t clear at all at first, meaning that unless you really know where to go, prepare to go around in circles for a while until you find something you believe wasn’t there in the first place, which it isn’t helped about the small little problem that is copy-pasted rooms: this was excusable in the original, but in a game with no color and filled with the same rocks and pebbles it turns into a huge problem for finding out where you exactly are.

The save points are also a huge hiccup; if you are going to do a game with few places to save, fine, but one thing is to that and other to make them feel like they are placed unevenly, with huge chucks without any place to save and others with two extremely close to each other, and on that note, while the health and missile refills are incredible additions, I wished they were more common, there are far less infinite enemy respawning tubes this time around so I wish a way to gain health back was given after every major encounter or at least most of them.

The Metroid battle themselves are extremely simple yet overbearing in the worst way and I think there’s an overabundance of Alpha and Gamma variants which get old real quick, the beams are handled in a way that even if it’s the best thing they could have done I just wish they where done differently and didn’t act as direct replacements of each other, the music for the most part isn’t that memorable (even if the Queen Metroid theme and Surface of SR388 are incredible), going back to some places only to return to you where before can be brutal… It has its moments and upgrading and certain battles was still enjoyable, but Metroid II is a case of a game I love everything about except for actually playing it, but when some of its problems come because of its own conditions and even the positives, I cannot be mad for too long.

Metroid II was the return of Samus in a brand new way, a return that allowed for experimentation, that brought back a spirit of wonder and ingenious I didn’t think possible considering the circumstances; I could say many more things about Metroid II that irk me the wrong way, but I don’t think it’s fair to focus on that when it managed to do something so impossibly difficult. This isn’t my favorite Game Boy game, not by a long shot, but it’s the most fascinating and daring, and if that itself doesn’t have value, I don’t know what does.

genocide: the game

best atmosphere in the whole series

Dropped it. It's not good. You could do worse, but it's just so boring in a way that the original isn't, even if it's not nearly as obtuse or cruel as the original.

its not bad but it just feels really dated. the screen is really zoomed in so seeing everything and remembering where you need to go without a map is kind of lame. also once you get near the end each metroid just feels more and more like a waste of time. i really need to play samus returns at some point

I'm gonna be honest, it's not worth playing. It's probably the worst aged game on the entire Metroid franchise. You can make excuses for the first one (Because of that) and Super was a masterpiece, but this one is just... boring. Fighting primely metroids is a good concept, but falls flat the moment you have to defeat more than one of each class, the second time onwards there's no surprise or challenge, is just another number needed to progress. Also, this game would be 10 times better with a map, because good luck trying to understand what to do if you stop playing for a couple of days


This follow-up on a portable console is honestly better looking than the original. I realy love the whole feel of Metroid II.

But just like the original, it's frustratingly easy to get lost. With all the remake options I feel like it's better to just skip straight to Super or the GBA titles.

Metroid II: Return of Samus is a bafflingly good game by Game Boy standards, I would just hesitate to play it on original hardware.

It's not the best Metroid game, but it's impressive what they did on the Game Boy

This has issues on its own divorced from the 3DS version, but I appreciate the general freedom to do everything as you will and the way the game signposts progress is neat. Wish health and missile refills were a lot closer in that last stretch, but solid game overall tbh.

Played this really late, but I enjoyed it. Was very difficult to navigate initially.

I played it on the Gameboy when I was a kid then again when I was older and it just always felt bad to play it.

I'm glad they remade it 26 years later so I can finally fully enjoy it.

I've been trying to play every Metroid game in order of release because the only one I ever beat was, ironically, this game's remake, Samus Returns, and I'll replay that and review it eventually, but because I had already played that game and my friends wanted me to play Super, I was advised to skip this one here, and I did, I played Super first, really enjoyed it, but then I decided to go back to this anyway, I just felt wrong skipping it, and I'm so glad I did.

Metroid II is very different from the rest I've played, including it's own remake, you're not trying to escape the planet, you're there with a purpose, kill every Metroid, it's pretty fucked up and the game is clearly trying to tell you (especially at the end) that maybe what you're doing here is at least morally dubious, and I absolutely love that. Is the gameplay a little rough? yeah, for sure, but outside of that I think pretty much every technical "limitation" of the gameboy ends up working in it's favor. The screen being so small makes the game feel really claustrophobic the whole way through, the music could barely even be considered music sometimes, it's mostly composed of... weird, creepy sounds, the atmosphere is honestly as good as it got in Super, maybe even better at points. The reason it's not equally rated however, is the bosses, there's 40 Metroids to defeat, and they're all pretty uninspired fights, most of them die in 5 missiles, non of them have any interesting patterns to learn, and I understand that this is also probably due to the gameboy's limitations but I can't justify it in this case because it's such a huge part of the game.

Overall, I highly recommend everyone reading to at least give this game a chance, especially if you skipped it for how it looks or for it having so many remakes out there, this is a completely unique experience that I think every Metroid fan would appreciate.

TL;DR: I feel like it's kind of unnecessary to complain about the obvious shortcomings that the Game Boy imposed upon this game. I feel it's much more useful to consider the benefits of this game being on GB, that being that it adds to the atmosphere that you can't properly see the screen, and how the backgrounds are so dark. Interestingly enough, this means that the original Metroid II has a better, more faithful ambience than Samus Returns, and some ways even AM2R.

That said, this game is a frustrating play, despite being on the better side of early Game Boy titles. Wouldn't really recommend trying this over replaying Samus Returns or AM2R unless you're a really die-hard fan.

I played AM2R and Samus returns before coming back to this finally. Honestly I kind of loved it for what it is. Despite being on the gameboy it does a much better job than the first Metroid of distinguishing areas and correct paths to follow. Bosses are simple and it needs a map but it was a pretty good handheld experience and I would’ve loved it if I had played it when it came out.

Beautiful and terrifying. The fact that something this ambitous and artsy was released on Game Boy is amazing. (Alongside Link's Awakening of course)

It's better than it's predecessor. Having a save feature was a big help. But then again i played this game through Nintendo Switch Online, which means if i played this on original hardware i would definitely dislike it. However, it's much more acceptable then the first game, this game really is a big improvement. You don't really get lost if you compare it with the first game, but i still strongly recommend using a map. Anyway, i prefer this game over the first one and every Metroid fan should at least play it once.

In my opinion, Return of Samus, despite being on the GB, is significantly better then the first game in everyway. As with the first game, I felt as if they where trying to do too much with the game when they couldn't on NES hardware. But here, Nintendo was able to completely translate the concepts of the first game and make something that feels much better for the GB hardware. I am not going to finish it however, as I will instead play the remake; but understand through my good amount of playtime here, that it is quite a good game.

I saw The Geek Critique’s recent video on Metroid II: Return of Samus, and I decided… eh, fuck it, might as well finally beat it myself.

Metroid II is a little rough around the edges and shares some of the same flaws of its predecessor, namely the lack of a map and some copy-pasted room layouts. However, the smaller overall map size, more streamlined progression, decent enemy variety in each area, and even the simple ability to aim down while shooting make this LEAGUES better than its archaic predecessor. Not to mention the ending is absolutely beautiful (which makes the endings of Super and Dread hit even harder).

This review contains spoilers

If the original Metroid wanted you to feel endangered, its sequel wants you to feel uncomfortable. Samus has indeed returned, and she’s not on the defensive. While the first game was a retaliatory mission to stop a band of space pirates, Metroid II is an all-out assault. Seeing the damage that the Metroids caused on Zebes, the Galactic Federation has sent their top bounty hunter (that’s you) to the Metroid homeworld, SR388. You’re not here to save anyone, or to prevent any great catastrophe. This isn’t about justice, but extinction. You’re here to kill all Metroids, plain and simple.

What really impressed me about Metroid II is how big a piece of shit it makes you feel for playing it. The game is structured around locating and defeating 40 Metroids, each boss fight spread out across the map. You plunge deeper and deeper into their home, checking each corner in search of your prey. If the first game was a riff on Alien, so is this, but with you as the hostile alien threat. The tight Gameboy screen closes in around you, obscuring your field of vision. You could be standing right in front of a Metroid, and you wouldn’t know it until it’s too late to prepare. When you finally find one, you’re not rewarded with a skillful, choreographed boss fight but an ugly, erratic affair. You fire missiles wildly in the hope they connect and inevitably, you win your war of attrition. It’s surprising and tense, but with Samus being so much stronger in this game you’re hardly ever at any real risk. Their deaths were ensured the moment you landed, these encounters nothing more than acts of futile, animalistic retaliation. The genocide counter in the corner ticks down, and your descent into hell continues.

It’s remarkable how well the Gameboy’s limitations are used to enhance the experience. The large sprites minimize the already-small screen, creating a pervasive sense of claustrophobia. Those crunchy square waves create some truly alien sounds, much more overtly dissonant than the previous game’s music. Even playing with GBC colorization like I did, the whole experience feels dimly-lit, an atmosphere built around simple tilesets and a lack of backgrounds. To facilitate playing in on-the-go sessions, the map is structured like a series of segmented chunks moving downward, a choice that makes navigation more intuitive while at the same time codifying your misguided progression: you can’t turn back now, you’ve gone too deep. It’s a really miraculous showcase of what you could do with this technology. Fuck man, this Gameboy game has jumpscares!

The ending really blew me away. It’s everyone’s favorite part of this game, and for good reason. An entire planet lying in ashes behind you, the only thing left standing in your way is one final Metroid egg. It hatches, and starts following you, thinking you’re its mother. After all the death and destruction, Samus can’t bring herself to pull the trigger. It’s the most devastating thing a killer can do: growing a conscience when it’s already too late. You make your way to the surface, climbing your way out of hell, the baby assisting you along the way. It’s a strangely relaxing trip, more relaxing than you know you deserve. You crawl into your ship, exhausted, and end your mission in willful failure. As the credits roll you can’t help but wonder what it was all for, the blood on your hands soaking the controller.

If you couldn’t tell, I think this game is really special. To me these first two primordial Metroids are characterized by ambition above all else, reaching for a type of gameplay the tech of the time just couldn’t quite achieve yet. Metroid II is flawed to be sure: it’s repetitive and janky and I still wasn’t able to beat it without looking up a map online. But when the rest of the experience is this powerfully affecting, it’s easy to sweat the details in the final analysis. I’m extremely curious to see what this team could accomplish with 16-bit hardware, but I’m really glad I played these first. In spite of, and often because of their limitations, they produced some truly unforgettable games.

Don’t skip this one. Play it, and play it with the lights off.

a solid action adventure game tbh. very interested in making the player feel uncomfortable.

Esta bien, pero AM2R existe...

The remake is much better. Metroid without a map and on a monochrome screen is hell to navigate. The screen crunch to accommodate the GameBoy makes it even worse.

[abandoned]
I can't do this shit man, the piss yellow filter is annoying

Enjoyed it, need a map to guide you, aim to get as many energy tanks and missiles or you will have a difficult time.


The lack of map and monochromatic, same-y room layouts made this an absolute nightmare. However, it was still enjoyable enough to eek out secrets, and see it through to the end. Very impressive for the console!

This review contains spoilers

Impossible to understate how impressive this game is. Not as much from a technical standpoint (though it has aged remarkably well for an early GameBoy game), but instead in terms of its themes and storytelling. The creators had their finger on the pulse of the medium, both for its state then and in the future. Metroid II’s deconstruction of the medium is sad and terrifying. What impressed me most is just how good it is at immersing you in its goal: the Metroids are cumbersome, fearsome, and irritating, and after a while you begin to blend with the cold, mechanical process Samus follows on her mission. Even knowing the thematic angle the game takes, its hard to view the Metroids as something worth preserving until the very end.

And then the end comes. A single, tender moment leaves your victory hollow and turns your relief to guilt and horror.

I'd played this some back in the day but had never finished it as I'd inexplicably found myself stuck and/or lost in a fairly linear game (something a quick glance at the instruction manual would have clarified had I had one in my possession.) Coming back to it now was fairly eye-opening after long since been Metroidvania pilled to an extreme. I'd really expected this to play closer to NES Metroid instead of being the prototype of so much to come. The game itself is extremely straightforward but that's befitting of something on a battery powered portable system. The emphasis on the hunt in lieu of exploration was certainly something I'd forgotten about as well. Given the short length of the game even by series' standards, I can see myself coming back to this now and then. If there's any criticism to be offered, it's probably centered around the metroid evolutions acting as mini-bosses throughout. While typically not a challenge, I was jump scared twice by them in general play and quite anxious against an Alpha that I finished with my last missile so perhaps they're fine as is. I'm looking forward to the opportunities opened up to me after having completed this as AM2R and Samus Returns both await.

Why was this considered the black sheep of the series? Metroid 2 holds up a lot better than expected and is way more fun to play than NEStroid. Going for 100% is satisfying and feels rewarding since it makes the later metroids much more manageable.

I really liked the environmental storytelling. I already knew metroid 2's story going in, but the way the planet works and interacts with you throughout is engaging and still provides a nice level of mystery. The ending is really good too, but it felt a little underwhelming without the little additions made is Super's recap. It's still effective, but I'm not sure it would have the same effect on someone going into the game blind and without any prior knowledge of Super's opening.

The controls are a lot better and Samus is starting to feel a lot closer to how she did in super and fusion. Samus is still a little slow but she's just the right amount of floaty and weighty that was missing from the NES original. It's really cool seeing how many series staple upgrades came from this game (even if they can be a little janky). Being able to crouch and shoot downward make the game so much more fun than NEStroid and help fix a lot of those games' issues that should never have been present in the first place.

There are a few little controls quirks that annoyed me but nothing overly frustrating or game ruining. I never fully got used to not being able to activate the morph ball in midair and activating/deactivating the spider ball can be a little janky. The space jump timing feels pickier than later games and took some time to get used to. I also didn't like how if you messed up the space jump timing or were in the air for too long, Samus would uncrouch and you couldn't do anything to recover. This made using the screw attack to deflect bosses a little janky at times and is something that NEStroid does better. It was also a little awkward trying to short hop to shoot enemies at first since samus crouches mid air and you end up shooting a little lower than you'd initially expect. This only happens during the ascending part of the jump and isn't a big deal overall, but I'm happy future games fixed it.

The multiple missile and health recharge stations are very much appreciated and provide a nice way to reward exploration and eliminate the need for tedious grinding sessions.

The bosses are about on par with the NES original since they're all pretty much just missile sponges in those games. The bosses in metroid 2 have a few different attack patterns which makes them a little more engaging than NEStroid's bosses but none of them are as engaging as the bosses in the future entries.

The soundtrack is alright, but definitely a downgrade from the first games. The only track I really like is the SR388 surface theme which is one of the best themes in the entire series. The soundtrack tries to be more atmospheric and contribute to the storytelling and it's very effective towards the end of the game with the final area and the final walk to the surface, but tracks like the ruins were a little too short and repetitive for me.

Overall, Mettroid 2 is a decent time. It feels like a really big improvement on the first and there was never a point where I had to force myself to keep playing like with NEStroid. It's really interesting to see the series develop, but future entries do a lot of what it does better.