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As a game divorced from the context surrounding it, I find AM2R to be fine enough and better than the other remake of the same game (which is a low bar but shhhh). I have my gripes with a fair bit of presentational stuff and the way that creating a "modernized" remake of Metroid 2 inherently softens its messaging but at the end of the day, I can still see its appeal as it perfectly captures the excellent controls of the two GBA Metroids and the general Metroid formula, even if I didn't feel the need to play past the last fight in the Hydro Station. However, with how derivative it can be of other Metroid games (even if we were to exclude the one it's specifically supposed to be a remake of), AM2R makes one thing abundantly clear: the way that fangames like this are treated as competitors to official Nintendo games in a capitalist context only serves to reinforce Nintendo.
I might even go as far to say that the combat in this can be genuinely fun if you play it with the right mindset due to the very thoughtful design of your party members. Your main protagonist, the Prince of Middenhall, has noticeably higher stats than his two companions due to better equipment and more experience but lacks any use of magic, making those two companions end up as valuable support. But due to those two's low stats, the defend command that's often seen as a vestigial part of subsequent games in the genre becomes an important decision at the core of most battles: Do you defend to prevent them from dying or do you risk that and provide important support like healing and buffs/debuffs? Topping this off is the enemy design which more often than not has low enough HP that the hero could defeat them in one or two hits if playing at the intended level but punishing tools like attacks that hit all party members, sleep spells, etc., which results in these frantic, uncertain clashes that create the impression of a couple of inexperienced kids going up against far stronger foes and make running, an option often seen as vestigial in a similar vein to defending, another genuinely interesting choice.
This is nowhere near my favorite RPG of the era and even if we're going by 1987 standards, I personally find both the first Dragon Quest's simple ludonarrative of the rise of a hero and the way the aforementioned "other notable [1987] RPG release" reflects the state of its company on the verge of bankruptcy at the time to be more compelling. Still, its legitimate issues like occasionally cryptic progression and a massive difficulty spike in the final stretch are more so things that are just to be expected from games of the NES era rather than anything warranting the "black sheep" reputation this game has received. And if anything, said reputation masks how genuinely impressive this game's accomplishments are and how much it paved the way for future RPGs.