Metroid -> Super Metroid is a commonly discussed evolution of the series and one that is absolutely true, with the start of Super Metroid all but spelling it out for the player. But how about this: Metroid II -> Metroid Fusion is a completely parallel yet similar evolution of taking an older title's unique ideas and modifying them. Both of them offer more linear experiences than the game they preceded (Metroid/Super Metroid) that offer a more "horror" vibe to them and revolve around the idea of hunting, with Fusion having you take the role of the hunted and Metroid II taking the role of the hunter. This dual track of Metroid development is very interesting to consider, but how about the quality of it as a game? Well, I'd call it a game that succeeds in spite of itself.

This game runs a LOT on the general atmosphere and "vibes" of the game, this light horror tension as you're walking through stark white (or puke green if you're playing the original original Game Boy) stone enviroments while waiting to see where you're going to run into the tough boss you're going to be hunting down, seeing their discarded shells or floating awaiting your approach and THIS part of the game is pretty effective. There were multiple times where when I came across a long corridor and would move forward in little bursts so I wouldn't trigger a boss if I wasn't ready health-wise and that kind of feel is exactly what the game feels like it is going for. The final Area is particularly strong at this, nearly empty save for the final enemies and a few secrets. It really gives the feeling of traveling through a ruined and desecrated facility, continuing the Metroid trend of strong enviromental finishes to Metroid games which is what kept the game in the 7 star range for me. The strong music helps in this regard, spooky bit tunes and screeches and lowkey enviromental noises that really set the tone. The title theme is a particularly strong one, the transition from the little "scree....scree..." noises to a more relaxing tone is basically how the game goes, the kinda frantic stomping anger of the final boss theme, the general surface theme. This game really doesn't have a LOT of music but it takes full advantage of the primitive Game Boy sound options to make a pretty memorable OST.

I was also impressed by this game's use of visual langauge and how it made a game without a ton of tile variety quite legible, in addition to servicing the background story. For example, you come to the same tiered tile set of platforms in pretty much every area, which is a visual indicator of being that area's "hub" from which you'll be exploring the other areas for their designated Metroids, which gives an effective way to know when you're in a new area when combined with each area having either a unique flying enemy OR a unique hazard at the bottom of it. Simply by looking to see "oh, is this the one with spikes?" was enough to give me a good idea of where I was via mental map, helping with the total lack of an in-game map. Blast doors you need to use missiles on pretty much always lead to something good, while if they lack the missile doors you're in league for a boss fight. That sort of thing permiates the game and is very helpful.

This is great and all but all runs into some pretty serious flaws in the game. I actually didn't find the boss fights too repetitive, there's enough exploration that it turned into more of my brain tinkering how best to exterminate the next boss which given the hunting / "genocide ALL metroids" theme feels intended, but instead the problem I had is how often the fights just felt like a health/missile check. You simply do not have the mobility with Samus' stiffer Game Boy controls and the chunky sprites vs. the screen size to effectively dodge your opponents, let alone easily hit weak points, meaning that a lot of fights felt to me like spamming missiles while tanking hits and hoping my chunky dodging was enough. The Ai exploitability (which I don't blame them for it's an OG Game Boy game for god's sake) adds to this. It DOES mean some of the fights were quite intense, but it adds a pretty hollow element to a bunch of them. There's also a few of them that just do NOT work right, usually involving long vertical drops, the one with fake blocks was a specific low point as 80% of the fight was just trying to even jump to fight it. The fact that the boss only moves when on screen and the way the music/sound effects work also makes it feel incredibly artificial, just not good.

This dovetails nicely into another issue I had: For some reason this game HATES recharge stations, but it doesn't fully commit as something like Super Metroid would later do by locking you OUT from them until you finish a specific area. Instead it just puts them in horribly awkward locations, like on the ceiling or random crevices, making them really easy to forget location-wise or just take a long time to get to. Some even have enemies that circle them you need to dodge and they'll do like NO damage but force you out of the Spider Ball or Space Jump (which you need to access most of these) and now you have to go through like a whole minute of them to get back there. Why is this a thing? I could understand if it was survival horror style scarcity, but no, not only are they often not locked off, but the game frequently puts farming areas w/ enemies that respawn constantly on screen (compared to leaving and re-entering) for you to get your resources back up, so the scarcity isn't really a "thing". It is a very confused design choice.

The map is mostly easy to navigate, but I will say I ended up looking at a guide three times during the game, although I think only one was really the game's fault. The first time was wholly on me because I thought I had checked an area multiple times but despite knowing what each screen is I apparently didn't jump all the way to the top of one. The last time was just convenience after I died to the final boss to see if the area had health/missile refills or if I had to backtrack. The middle time was because I forgot what area had lava to recede after beating one Metroid batch, which DID feel like an issue as it can be kinda easy to forget where the lava areas are, this isn't too bad but it does feel like this game could use a rudimentary in-game map if possible. Even moreso than Metroid 1 in a way: It's more viable to make an in-game map on your home console Metroid game than the Game Boy one that's absolutely gonna be played on the go constantly.

A few general and short thoughts at the end: The platforming here is very simple and never too challenging, but it is still fun if chunky at times. Annoying how various late-game stuff can be when you do it without the High Jump Boots, which ARE optional and which I never found. Enemies being placed at annoying heights was overly common, especially with flying enemies, where it was hard to find a jumping OR crouching height to hit them. This is a rare game where I feel like it looks better when NOT played on a Game Boy Color, so I recommend that.

Real Life Time: 8 Hours 32 Minutes
In-Game Time: 6 Hours 55 Minutes

Reviewed on Sep 02, 2021


4 Comments


2 years ago

I'm legit really glad someone's finally pointing out the handheld vs home console parallels for mainline Metroid. As someone who only started to play these games recently it legit confused me how people seem to immediately compare everything to Super Metroid instead of putting apples with apples or pears with pears.

2 years ago

Comparing them some does make sense! Metroid II is a Gunpei Yokoi production like the first Metroid, but Fusion and Zero Mission have design teams that follow Super Metroid more, even if all were made by R&D1. And the devs explicitly did refer back to Super Metroid for some stuff. Given they're all in the same genre, I feel like they're all pretty comparable.

But it does feel like they also referred back to the other handheld of Metroid II in a lot of ways, so it isn't as simple as just "Fusion's opposite Super!" or anything, more like parallel tracks that could be considered to meet in Zero Mission? Something like that. It's a very interesting development cycle, anyway! People should definitely take a look at how ol' Metroid II fits into everything.

2 years ago

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2 years ago

Oh, I won't deny that! I's just something that irks me when it seems to be the first immediate comparison for a given game rather than just one part of what's taken into consideration. The discussions I've seen about the Iga Castlevania games, for example, do the same thing with SotN and it bothers me just the same. I suppose that's just my hipstery self leaking out, huh?

Anyway, though, I'm just glad I don't feel completely out of it to see others noting that the handheld mainline Metroids have their own through-lines which a straight comparison to Super doesn't quite describe. I find it a lot more interesting to bring any and all games in a series into consideration when thinking about this kind of thing, which is part of why I find your review's extra respectable.

2 years ago

Thank you! Definitly true about Iga Castlevanias as well, since Harmony of Dissonance and Aria of Sorrow call back to Circle of the Moon in design, and SotN itself calls back to Simon's Quest, although of course the Igavanias all call back to Symphony of the Night in their own way as well.

Started up Metroid Fusion tonight and its interesting how much the start feels like a direct sequel to Metroid II as it puts you right into the X-infested simulated SR388 environment. The cheeky callback to Metroid/Super Metroid with the pirates is still there, but there's a lot of direct Metroid II stuff. Will be curious where it goes!