Reviews from

in the past


Did you know? It's well documented that first lady Hillary Clinton was an avid player of the Game Boy during her husband's presidency. However, what isn't as well documented is how she loved the handheld system so much that she bought two of them to give to George Bush and Dick Cheney before their inauguration as a symbol of goodwill among the two parties. Bush and Cheney reportedly loved Metroid II in particular so much that the game's plot about the Galactic Federation making up some bullshit about dangerous weapons and sending Samus to SR388 was what inspired the invasion of Iraq in 2003.

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.

Honestly wasn’t expecting myself to finish this one, but it sucked me in pretty hard. Very archaic obviously since it was on original Game Boy, but it’s so impressive for the hardware! Very strange game indeed…

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.


Holds up better than you would expect, and I got used to the floaty controls and screen crunch pretty early on. Obviously AM2R and Samus Returns improved on quite a lot here, but the aesthetics of hunting metroids (at their scariest imo) through an 8-bit, desolate cavern system is something that was never fully replicated.

Decided to play this after playing Metroid NES on the NSO service and used a map, and I have to say, it's a major improvement over the original! You can aim downwards now, jump in morph ball without needing to bomb jump, crouch, and have a slew of new handy abilities in this game to traverse the world such as the Spider Ball and the introduction of the Space Jump.

The game is fairly repetitive with mostly easy bosses (other than the troublesome Zeta and Omega Metroids), but the final boss is far better designed than in Metroid NES. I actually had a lot of fun figuring out its pattern on how to stun it and drop bombs in its gut, and the lead up to it with the Metroids guarding it was also well done.

The game is fairly linear which is a good design choice after Metroid NES was insanely labyrinthian and given this was also a handheld game to begin with. Looking up a map will help you get most of the missiles and health upgrades you need and to avoid getting stuck though, even if it's not nearly as easy to get lost as the original game is, and I recommend playing the game with that rather than without.

While this game is even more visually bland/samey than Metroid NES's locales (even if that game also looked like a lot of the same), the atmosphere is a lot better in terms of setting a more dreary tone and the adventure theme is pretty nice for a GB title.

I played this on the NSO service and used the Gameboy Color option for this game which made it look a lot nicer, giving all of the walls and such a nice blue color and Samus a contrasting orange/red that fit her well. I would've gotten more annoyed at the tedium of the scenery if I was forced to look at the game in pure black and white or pure green/black so I'm very thankful that was an option.

While still not an outstanding game, it's a major improvement over the flawed original Metroid, and I can see how this game set up a lot of the foundation that Super Metroid went on to polish to a shine to make one of the best Metroidvanias ever that captured the minds and hearts of many players. Definitely play this with a map if you plan to at all though, it helps a lot in making the game more fun.

With this, I've officially beaten every official iteration of the 2D Metroid mainline games, remakes and all. Now I'll turn my attention more toward the appealing Metroid Zero Mission and Super Metroid hacks that this passionate creative fanbase has made to stave off my Metroid craving, at least until we hopefully get another 2D Metroid title in 2 years or so.

Total playtime (including game overs/rewinds according to my Switch Playtime): Roughly 4 hours

Total playtime from in-game file counter: 2 hours, 23 minutes.

See you next mission!

As weird as it is to say, I consider Metroid 2 a rare example of a Nintendo-made horror game. You're all alone on a dangerous planet, full of lifeforms that are continulously evolving into ever more dangerous forms. It feels like you're in a race against the clock, before the Metroid race evolves to a level where not even you will be able to stop them from consuming the rest of the galaxy. So, there you are, wandering deeper into the caverns, caverns that seem to be stretching on for infinity, your footsteps the only audible sound, until... wham! A metroid is flying straight at you, and a frantic battle of survival ensues.

Okay, so it's not actually scary at all, but I think that's what the developers wanted to evoke, I think that element of claustrophobia and "hunt or be hunted" is Metroid 2's core goal. The attempt at creating this kind of atmosphere for a Gameboy game is a respectable one, and is really the game's most redeeming aspect. I will always think of that "moment" when you enter the final area, it gives me goosebumps everytime. Unfortunately, the gameplay itself has aged even worse than the original Metroid 1, which is why I cannot ultimately recommend this one.

Taking away color and zooming the screen in did Metroid's exploratory focus absolutely no favors. Areas look even more dull than they used to be. There's caves upon caves, all repetitive, most difficult to memorize and distinguish from each other. And there's still no map, other than the one I heavily relied on from a guide.

There's something to be said about the pros of getting lost in video games, but I think that only applies when the areas you stumble into are distinct enough to a point where the feeling of discovering a new location heavily washes over you. Like when you decide to explore a different part of town in real life, after wandering throughout the same locales you've known for years, and this intense feeling of unfamiliarity hits you. I hope whoever reads this gets the analogy, because I have no better one to offer at 2AM in the night.

Anyway, Metroid 2 does not offer the feeling of getting lost in unfamiliar territory, all it has is the uncertainty of whether you're even lost or not. Constant doubt gets in the way of genuinely enjoying the game, and by a certain point, I get impatient and just want it to be over.

Other than the neat little thought about this being a horror game in disguise, I've gotten little out of the experience. The next Metroid game, Super Metroid, will be where I have more positive things to say. There's also the fanmade remake of Metroid 2, AM2R, which is so good that I treat it as an official Metroid game and wholeheartedly recommend you make that version of the game one of your top priorities.

So, when I beat NEStroid a few days ago I said that my biggest takeaway was how impressed I was by the technological leap to the SNES and Super Metroid. With that fresh in mind, I don't know if anything could have prepared me for how amazed the Game Boy entry would leave me.

To me the Game Boy has always been this antiquated piece of gaming history, like the evolutionary second step from calculator to video game, not entirely there yet. From the few games I'd given real time to, I don't think that was an unfair assessment, and in going through every Metroid game I initially skipped 2 because I thought there was no way it could hold up given the hardware it was chained to. I was wrong.

Metroid II is a game that, despite having many more, or at least many different, roadblocks than it's NES counterpart, manages to be a rousing success on nearly every front. It improves almost every element from the original and adds dozens of changes and new mechanics that would be series staples from here forward. The lack of a map still makes the game confusing, but the more linear and fair structure of the game makes it fully playable without a guide with very minimal friction.

The more legible structure of the game was a huge boost to my enjoyment already, but what frankly blew me away is the way that movement and combat function moment-to-moment in this game. Super Metroid, for what clunkiness it has, remains one of my favourite-feeling games to play, and so when I started playing Metroid II and found the gameplay to be nearly identical, with crouching, more manageable jumping and rolling, and other QOL features I missed, my jaw dropped to the floor. How was this running on what is functionally a souped up calculator?

It's not perfect. In some very obvious ways it's not perfect, like the lack of real bosses and the holdover of some identical rooms which make it very easy to get yourself turned around, but from start to finish there wasn't really a moment where I felt that the game was failing in any of the things it set out to do. Metroid II is a core link to what we know as Metroid today, and it's no wonder that it has been remade as many times as it has.

What the hell guys? This game is a masterpiece. A giant leap from its predecessor, introducing almost all skills and items (in 1991!?!?) that the franchise has ever seen and utilizing them in ways that all sequels have not even come close. (The vertical gameplay with space jump and spider ball is just brillant)

They should have called this game „Metroid: Annihilation“. The main plot is as badass as anything I have ever played. Miss Aran travels to the home planet of the Metroids with only one goal: To eridicate every last one of them before the Space pirates can get them. The main objective to actually hunt down all metroids is extremely motivating and delivers great exploration opportunities and encounters with many suprising secrets and clever traps.

Since you have to scan every corner of SR388 to eliminate every last one of the evil brains or whatever the metroids actually are (their various and challenging evolutionary states are both fascinating and horrifying) , I automatically found every uprade which was very rewarding. The map and general presentation is beautiful and feels very authentic and mysterious.

The late game or let’s say Samus' final rampage completely changes the pace of the adventure and really lets you show off all the weapons and skills you have gained on your journey.

The plot twist at the end made me tear up and I will boldly claim that Moon Studios have been paying a huge homage to this narrative in "Ori and the Blind Forest".

It's the perfect Gameboy game. Anybody who does not believe me, please turn on your switch, print out the map and let the great space genocide begin!

Actually, Return of Samus is the best out of the 3 well-known ways to experience the darkest and most genocidal chapter in Samus' life. It's old, I get it, but it uses the Game Boy's limitations to create atmosphere and tension, and that's what this series is best known for. It deviated itself from the formula stablished by the first game, but somehow captures the same feelings of isolation, visceral horror and bittersweet adventure. The ending has to be one of the most impactful and groundbreaking moments in all of gaming, specially in how it tackled one of the hottest topics of debate this medium has sparked, violence in video games, as far back as 1991.

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.

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

I was so lost on where i was supposed to go i accidentally found a speedrunning technique just trying to progress

Count me in as one of the people who say it's better than the original. That said, I have somewhat of a personal vendetta against Game Boy. I don't like how the thing looks or sounds, so I'm quite glad that some of the most influential games receive remakes.

The game suffers from some pacing issues which mainly stem from there being a lot of repeat minibosses, and while I don't dig the tunes from this one even when they're arranged, I think the atmosphere tops its NES predeccesor easily.

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.

"Two steps forward, one step back" is how I would describe Metroid II: Return of Samus. for every genuine improvement made to the original game, and there are a lot, there's an unfortunate compromise made due to the inherent limitations of the GameBoy.

let's start with the improvements. for one, Metroid II is a lot less frustrating than its predecessor for multiple reasons. firstly, Samus is a lot less slipery, and so she no longer slips after landing. controlling her is snappy and responsive, and the floaty jump means it's very easy to land where you want to. the newly added abilities to crouch before entering the morph ball as well as shooting downwards are a god send and singlehandedly make the controls a lot smoother.
secondly, the level design is a lot less dickish. there's no massive dead ends, platforms are wider so they're easier to land on, no beginner's trap, as well as a lot more landmarks and unique rooms, meaning navigation is easier and you're less likely to get truly lost. Metroid II, unlike the first game, never purposefully wastes your time, which is greatly appreciated. this, coupled with the addition of save stations and energy/missile recharges, while few and far between and the latter being hidden, means the game overall is way easier.
additionally, enemies deal less damage, and due to the capacity of the GameBoy, creatures can't fill the screen without setting the poor console on fire, so there's less enemies and you're never overwhelmed. this allows creature design to also be more detailed ironically enough, as sprites are generally a lot bigger due to the reduced screen size. this means there's no slowdowns which is also appreciated, the game runs at a crisp 59.7 FPS and never dropped once. the only true challenge comes from the titular Metroids who can be pretty difficult to fight especially when they surprise you, though they're never unfair. I also appreciate the added enemy variety. the wildlife of SR388 all look and act distinct from one and another, a lucky side effect of the GameBoy not having color.
while in the first game, Samus started as weak and grew powerful, here Samus starts powerful and eventually becomes unstoppable thanks to the reduced damage and new abilities like the space jump, spider ball and spring ball which all make exploration a breeze. there's also the fact that enemies outside of Metroids never really attack you, they just kind of exist and accidentally are in your way, which I really like as a story detail: the only hostile entities on SR388 are the Metroids and Samus herself. the rest are merely living. smarter people have already analyzed the story which you can read if you're interested in, but I like how Samus rescues the one baby Metroid. it humanizes her in an unexpected way.

now, there are a few elements that are transferred over from the first Metroid, mainly the lack of a map, which while not as detrimental this time around due to the improved level design, still means it's easy to get lost. the final boss is also a frustrating damage sponge and an unnecessary difficulty spike, tho it doesn't throw a billion projectiles at you which is a definitive upgrade. you also can't have more than one beam type, meaning I was just using the ice beam for 95% of the game and renders all other beams functionally useless, which is a shame. there's also more energy tanks and beam stations that you can collect which is just a strange move that I don't fully understand.

now for the downgrades. notably, I don't think the screen crunch is too much of a problem here, since the game designers were smart and built the game around it. you're never unfairly attacked by enemies you couldn't see coming, and it's not disorienting. it replicates the feeling of exploring a dark, uncharted planet. I would've liked a bit more screen space but it's not the end of the world.
no, my biggest problem with Metroid II is that for 90% of the game, there's no music, and I don't know why! the music that is present is very good, and I know they could've made oppressing ambiant tracks because the original game had songs like that. here however, you're accompanied by silence most of the time which is a shame.
there's also no color at all, which just makes the environment feel very repetitive and more confusing than necessary. the game is also shorter and more linear, which means you don't really get to use your abilities to their full extent, rendering them kind of superfluous which is never something you want. the game is also very repetitive, since it follows the exact same formula with no real surprise.

overall though, I have to say I was pleasantly surprised by Metroid II! I consider it an improvement over the first game, with most of its flaws coming from the inherent limitations of it being a GameBoy game. this makes me very excited to see what Super Metroid is capable of, especially considering everything I've heard about it.

Metroid II peaks in Area 3, wastes the player's time with the next two mini areas, and then gets mean when Zetas are introduced. Before finally being cruel and insisting on several Omega bouts back to back with 0 ammo stations nearby and the only way to acquire missiles without backtracking for a while being to farm one specific enemy. If Metroid II didn't engage in such bullshit I'd heartily recommend it, instead this one is only for series enthusiasts.
Great sense of tone though. Much moodier than either of its remakes.
- - -
I just realized that the Omegas are probably tuned as such in order to punish players that didn't pick up all 22 Missiles. It incentivizes collecting everything in order to more easily meet the 3hr par time.
The highpoints of Metroid II are engrossing and I believe that it's a triumph as an artistic piece, so it's a shame the second half trends toward being a slog. It's a rough gem for sure.

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.


Wait wtf how is this actually pretty good

Technically cheated by playing this on GBC emulation and with a map but fuck do I care. Metroid II: Return of Samus still successfully scared the shit outta me.

A lot of what I have to say has been said already by the top dogs of Backloggd.com so I'll keep it straightforward. By far the best thing about Metroid II is the well-crafted, incredibly creepy atmosphere of SR388 that is backed by not just its uncanny sound design and music, but also its monotone, dull environmental design. An entire planet where everything looks just about the same with long, acid pool corridors and towering pits that blend together so well, the player barely knows where they are half the time, creating the illusion of entrapment. Metroids that are disturbing in design (except the Zeta Metroids which look more cool than creepy) which also emit some of the most haunting and chilling sounds when hit, almost as if it were a wail of pain as you mercilessly tear it to shreds with your missiles.

All of which culminates in a final act where immediately after a grueling gauntlet of 3 Omega Metroids with minimal resources, the environment suddenly shifts to a bone-chilling rollercoaster ride where the tension rises tenfold as the Metroid counter suddenly spikes, allowing a looming sense of dread to drip slowly into the player's mind as they struggle against the unexpected onslaught of Metroids. But when all is said and done, Samus, whose journey has been hallmarked and can essentially be written off as federation-mandated genocide, has a rare moment of compassion as it spares a singular, child Metroid as the terrifying shrieks of the final phase die out to be replaced with a melancholic, bittersweet tune that compared to everything the player has experienced beforehand, is relieving and somewhat... calming, yet does not completely brush off Samus' insufficiently justified actions of murder. It's a beautiful game.

But as much as it is a well designed game thematically, just like God of War, in practicality there are a lot of flaws present within Return of Samus.

Despite all its positives Metroid II still suffers from being a game of its era, with all its hardware limitations making modern game standard affairs like an overworld map absent. This also means that the game suffers from clunky controls and questionable design choices. Most notably the space jump, which is not only absurdly precise in its timing, but is also inconsistent in its activation because Samus will either jump without curling into a ball, or awkwardly jump straight upwards. This issue is further worsened by the aforementioned amount of tall pits, especially those in the late-game that mandate the usage of space jump to traverse; it also hurts the Omega Metroid fights substantially, not getting a Screw Attack jump when you want to consistently absolutely stinks.

The spider ball, meanwhile, as a crucial element for Metroid II's exploration is slow, clunky and just as inconsistent with its movement as the Space Jump, with most of my issues stemming from unresponsiveness when I attempt to scale the various pillars needed to unlock extra item expansions.

Finally, there's the... interesting design choice regarding Samus' hit detection. While from a design standpoint, Samus' large sprite enhances the sensation of entrapment within SR388, it also has the unfortunate side effect of making her more prone to getting hit by attacks. And for whatever reason, instead of being granted i-frames for a brief moment after getting hit, Samus instead rebounds in an awkward angle that more often than not results her in getting hit... sometimes even by the same enemy. Yes, you have a recovery jump after getting hit, and sometimes the optimal choice is to intentionally take damage to reach higher ground, but in most cases, especially Metroid boss fights, it becomes a major inconvenience.

Oh, and the plasma beam is fucking useless with its tiny hitbox.

All of these issues combined are sufficient that despite my best efforts to appraise the overall package of Metroid II: Return of Samus as a thematically rich work of art like most have, I am constantly taken out of the atmosphere by one small problem or another that sours the experience. This leads to Metroid II feeling more like a flawed game that happened to accidentally struck upon a stroke of genius. Yes, video games can be works of art, but I suppose the main takeaway here is that despite that being the case, video games are meant to be... viewed as video games to most people, including myself.

And that saddens me somewhat.

Final score: 8/10
Focus: The flaws that claw at Metroid II: Return of Samus' achievement as an artform.

Why did this have to be on the GameBoy, again?

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.

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

You know, back in its day, this game didn’t get a lot of love. In fact, it was considered worse in every way to the first Metroid.
Which is utter BS. This game is fun. I enjoyed exploring this labyrinthine world.

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.


Metroid II is a pretty decent improvement over the first game, thanks to it’s more linear structure, the absence of a map isn’t anywhere near as bad here as it was in the original game.
Its got problems, like how there are no real bosses aside from the final boss, everything else is just metroids, which are decently fun to fight but man the repeats of them just get stale after a while.
Oh yeah, I had to play this on switch online since I have no access to Samus Returns or AM2R, and since I used switch online, I had to experience this game in good ol gameboy vomit green.
One last thing I do like about this game is the ending sequence after the final boss, it’s honestly nice to play a Metroid game that doesn’t end in the planet imminent explosion sequence.


Overall it’s a fun experience that I was pleasantly surprised by, idk if I’ll ever play it again but it’s pretty nice.


Now onto Super Metroid

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

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.

The action packed sequel to the original game. Despite being in black and white, it has incredible detail gor a Gameboy outing. Things like new movement and aiming angles, as well as save stations help this game immensely, However the repetitive boss fights (hunting Metroids), and a bit uninspiring map can turn some away. Something Suggested to play after becoming a bit familiar with the franchise.