(This is the 48th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

I think if you're looking to get into the much-beloved Metroid series for the first time, Metroid II: Return of Samus (Dev: Nintendo R&D1 / Pub: Nintendo) won't be the best place to start. The game released in November 1991 for the Game Boy, unlike the original which came out for the NES, and if you really don't want to pass by this game, you would probably be best served going for its remake from 2017 for the Nintendo 3DS.

The game isn't 'objectively bad', not even close actually, but it suffers from pretty much all the lack of QoL features that you'd expect from games of this time. This makes it tough to play unless you don't mind looking for the way forward for, potentially, hours at a time, and even then, the future releases will serve you with much more enjoyable gameplay in pretty much every way. But all of that I talk about in detail below.

STORYTELLING/CHARACTERS | 3/10

As in the original, you play Samus Aran, who is a Space Hunter working for the Galactic Federation. Her goal is once again to go to the planet SR388, where she is to exterminate the remaining Metroids after both a ship full of researchers and armed soldiers went missing. All of this can be found in the manual. In the game, you press START and are immediately loaded in and stand in front of your ship and are not given any further information.

The main things you will take away from this game in terms of story/characters are the following

Samus is a badass character just simply based on design and she gets shit done when others can't (not unlike many other one hero vs the world games, but effective)

The fact that there was no color for the Game Boy meant that the devs had to add the round metal shoulder pads to differentiate between her Power Suit and Varia Suit, a feature that has stayed with Samus ever since

POSSIBLE SPOILER: The ending cliffhanger, without dialogue and voice acting, is really well done. Samus finds an egg of a Metroid hatchling, which follows her to her ship. What will this cause in the sequel?

So Metroid II doesn't really do much different from many other platformers / Action Adventure types like this in terms of story, but it does manage to stand out a bit thanks to its ending and its main character.

GAMEPLAY | 9/20

You will most likely be familiar with the Metroid formula by now. Start with limited abilities, explore multi-pathed levels multiple times by leveraging new abilities that you gain constantly as you progress. It's a pretty popular genre, and Metroid games pretty much pioneered them. Unfortunately, early iterations come with some growing pains as the developers looked to find a balance of their vision and what they could realistically expect players to be willing to push through.

Before we get there, here is the gist of how this game plays. You control Samus in a 2D side-scrolling game where you can shoot projectiles, jump and even roll up into a ball to squeeze through holes. Your goal is to traverse this map and find all Metroids, which are parasitic creatures that, unsurprisingly, form the main enemy types in this series. Throughout your journey you get access to new skills and attacks, which not only allow you to stand a chance against later bosses, but to also unlock areas that were previously inaccessible.

I personally have a mixed relationship with Metroidvanias, though "utility-gated progression" usually isn't my main issue but rather the convoluted design of the maps and/or the gameplay itself, and both creep up their ugly heads here as well, though I can excuse it much more for a 30 year old game rather than some of the newer entries into the genre.

Firstly, this is a Game Boy game, and unlike the NES version, Samus covers 1/4 of the screen here, which from the get-go makes for an awkward affair when trying to dodge enemies reliably. Her jumps are not sensitive to button presses at all, so you need to press JUMP quite a while in order to make a long jump, and in areas where platforms are separated by some sort of health-evaporating substance in between, these jumps can become quite unreliable and hence frustrating.

Frustrating is actually a big thing with this game. The reason why you want to take hits as few times as possible is because there are few save points here and they are pretty far from each other, so you will constantly find yourself warp all the way back to the checkpoint whenever you die. And due to the level amount of health you're playing with, you'll find yourself die a lot. There are no immediate do-overs. Die and you go all the way back.

The worst part however is the fact that there is no map. So you either have to draw the map along as you play or have great memory. Plus, progress forward isn't as cut and dry as moving forward. Sometimes, progressing means finding some randomly placed hole in a wall that you can only reach by turning into the balled-up shape I was just talking about. It doesn't help that many areas look exactly the same in this game, adding to the confusion of it all.

Overall, the concept of this series I definitely like. This one just didn't age well and I don't know how children at the time could possibly beat this unless they'd spend dozens and dozens of hours of running through walls and having to rely on magazine guides, and whether it's fun to have to use those sources to beat a game is in the eye of the beholder I suppose.

MUSIC/SOUND/VOICE | 7/10

No voice acting. There is an interesting that happens from time to time where the music simply cuts off and you're left playing for a while whilst just listening to the sound effects. It's odd on the one hand, but satisfying on the other because I actually like the various sound effects that you hear, whether it's shooting your projectiles, the sound of each step you take, collecting items and some beep sounds that play that apparently are part of the "Caverns 1 Theme". Whenever the music does play, you've got to understand the limitations of the Game Boy sound engine. So what they managed to do with that is pretty impressive. Obviously, if you give a listen to the 3DS remake OST, you'll see what increased technical capabilities will allow you to do, but the soundtrack here plays into the atmosphere of the levels very well here, and gets downright eerie whenever you get into a boss fight. In contrast, the surface of SR388 theme sounded a bit too playful to me, but I get it considering that's the music that kids will spend most of their time listening to. Do you dare and get further into the game than you're expected to? That's where you are met with tracks that match the increased tension and where this gets a lot more atmospheric.

GRAPHICS/ART DESIGN | 5/10

If you rate this based on the capabilities of the Game Boy, the game doesn't look all too bad. If you rate it compared to what you would have gotten had this been an SNES game, it doesn't rate quite well. If you go somewhere down the middle, you can appreciate that this game was the reason that the Samus sprite got changes to it that would last until today, that the Metroids look positively disgusting and .. well yeah, that's pretty much it. The blackground is simply black, levels look very similar in design, the sprite size of Samus looks kind of awkward and creating holes in walls that hide progress and not giving any graphical indicator that something might be behind there is just an odd choice. And overall, the game simply doesn't look so good due to being a Game Boy game, which you might like yourself but is what I'd call an "acquired/nostalgic taste".

ATMOSPHERE | 8/10

The game does a pretty good job actually of throwing you into hostile territory filled with vile and disgusting creatures. Whenever the non-music track plays or the tracks that hit the eerie tones of the graphical presentation play, this can become quite atmospheric and immersive, and downright scary I'd imagine for young gamers whenever a Metroid is chasing you down.

CONTENT | 5/10

Many different abilities that you can get your hands on as you play the game. The journey there can be rough however, as you will spend many hours trying to figure out where to go next, which some might call intentional and I'd call boring and not well executed here. Apart from that, there isn't much content here, but if you enjoy the bashing your head against walls aspect of it, this will be enough to keep you occupied for a dozen hours+.

LEVEL/MISSION DESIGN | 3/10

I appreciate the idea behind this game of having to traverse a hostile environment and find your way through it without any hand-holding. Unfortunately, my idea of a fun game is in contrast to what the game design philosophy of Metroid's creators is, at least for the early entries in the series. No map is tough on its own, but progress hidden in walls (forcing you to check every wall), same looking areas and abilities that don't control all that well (the spider ability) makes for too many (subjective) issues here.

CONCEPT/INNOVATION | 6/10

The concept remains intriguing, though I'd say the sequel has not yet gotten it to where it will eventually go in this series.

REPLAYABILITY | 1/5

There isn't really any particular reason/motivation given for replaying this. Chances are, if you somehow beat this, you'll be satisfied and ready to move on.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 53/100

Unless you really enjoyed the original or really, really enjoyed the later entries in the Metroid series, I think this game is very skippable. Even if you did enjoy later Metroid games, you will likely miss the QoL features that will be introduced later. What this game does well is create a tense atmosphere, but I would agree that that's the gist of it, unless you are a big fan of the concept of hitting early wall to see if you can go through some of them, or if you enjoy drawing a map as you go. Otherwise, you will likely have to rely on guides to make progress, and have to do so many times. So right now I would call this a good proof on concept, just like the original, but the next step hasn't really been taken yet in my opinion.

Reviewed on Apr 30, 2023


Comments