Reviews from

in the past


Ele ainda é como anterior,explore um mapa mas divide em fases,digamos assim, como não temos um mapa ajuda muito a exploração. Não ficamos perabulamos por aí sem rumo

Metroid II feels like a strange middle child between the original and the unrequited masterpiece of Super Metroid but II is not without merit. The gameplay is significantly more evolved and fluid here and the Metroid counter acts as a more clear goal unlike the original game’s utter lack of direction and II’s quest maintains a semblance of non linearity. The story however feels like an odd turn and is somehow more barebones. The original game is the classic fight against the Space Pirates and preventing them from unleashing the Metroids. II’s story is just the ethnic cleansing of the Metroid species, descending down their planet and killing the queen. There’s nothing deeper at play here except from that ending which is a very nice touch. Overall, I found this to be a nice much shorter Metroid experience that was clearly held back by the Gameboy’s limitations and I honestly believe that Dread only being released when the hardware felt right was ultimately a smart move for this franchise as the result could’ve been similar to this.

Great step up from the original, not much more though

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

Honestly not as bad as I thought it would be. Pretty cool.


i used a guide. better than the remake

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.

I like it better than the first game for what that's worth.

Another game from my childhood, it feels so nice going back to. I really love how Samus feels and I think it shows you can do a lot with very little. But unfortunately it is more punishing then it needs to be when it comes to navigating and collecting resources. I could use Another Metroid 2 Remake instead….

Beaten for the third time in a week at 1:46. I think it's safe to say that this is my favorite Metroid out of the first 3. Short, sweet, and hella atmospheric. I love it.

Wait wtf how is this actually pretty good

Surprisingly better than Metroid 1, I was expecting them to be the same but I was actually enjoying myself and the gameplay felt a bit smoother.

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!

Didn't play the remakes yet, but even as is it's good. Whatever could be considered as a flaw in the NEStroid was fixed there. Yes, it still doesn't have a map, but if you think where you are going you'll be fine, the world is not that big and I have never found myself lost or stuck. Recommend the GBC palette over SGB, looks nicer to me.

Überraschend spaßig. Sehr machbar mit den Layout, auch wenn ich manchmal ne Map ansehen musste

Rather dated game. its remakes are far superior.

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.

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.

This is the true backrooms experience

a remake of this game on the 3ds would help it a lot!

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.

The extremely zoomed in screen and lack of color makes this one almost impossible to get your bearings without a map. I do, however, appreciate what they were going for and how this is very well-tailored for portable gaming.

I still can't fully enjoy the soundtrack, but it does create a very different, perhaps brutal and jarring, vibe to this game and that I can get behind.


Definently underrated. I came into this game as a fairly experienced Metroid player and didn't really have any problems with navigation, but an in-game map still would have been appreciated. The secrets all feel great to find. The fights with later stages of the Metroids get a little annoying, but I love the way that less creatures are able to survive the closer you get to the Metroid nest, and just love the games themes overall. The game didn't feel too unforgiving either, plenty of save states, I didn't even worry about having to resort to save scumming (played on 3ds). The game hasn't aged perfectly, but I still had a really good time with this one.

Un metroid a dir poco EPICO, non freca

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.

Pretty solid by early GameBoy standards, though it takes a while to really hook the player and not having a map can make the pacing a real drag.