Metroid Fusion Reivew
Author's note: This review sucks. One day I might make a blog post here with my updated opinions on this game, but as of right now this is what it is. Just know before you read/watch this review that a lot of my opinions about this game have changed (and my writing has improved a bit too). Just a bit of fair warning.
UPDATE 12/31/17: I revisited this game. Check it out here: http://densgamecorner.blogspot.com/2017/12/metroid-fusion-winds-of-change.html
UPDATE 12/31/17: I revisited this game. Check it out here: http://densgamecorner.blogspot.com/2017/12/metroid-fusion-winds-of-change.html
Metroid as a series has always been
known for its atmosphere and being able to make the player feel
isolated on an alien world. If you've ever played games like Super
Metroid or Metroid Prime, you'd be lying if you said you didn't feel
completely immersed in the world around you. The series has always
done an awesome job of giving the player purpose without any context.
All you need to know is that you're this badass bounty hunter that
gets a ton of awesome powerups to make you even more badass. Metroid
Fusion pretty much threw all of that out the window. But it still
managed to make you feel immersed, just not in the way that Metroid
games before it did. Up until Fusion's release, three other Metroid
games had been made: the original for the NES, Metroid 2 for the
Gameboy, and Super Metroid. All 3 of those games provided no context
outside of the instruction manuals. By then, fans of the series were
used to how the typical Metroid formula worked. So to say that the
transition from the masterpiece that is Super Metroid to such a
radically different game in Metroid Fusion is jarring is a bit of an
understatement.
To prove my point, the game goes as far
as to have a pretty long opening cutscene explaining the context of
the game. Yeah, Super Metroid did this as well, but it was a bit less
clear in that game. Really all you got out of the opening cutscene
was "oh, I gotta go to this space station because it's getting
attacked or something and there's a baby Metroid too." But
Metroid Fusion opens up with a cutscene that goes into excruciating
detail about how Samus absorbed an X-Parasite, which is an organism
that's able to sap the energy and knowledge of its prey. It then
talks about how she was able to survive the ordeal because she was
injected with a vaccine containing DNA from the baby Metroid from the
last two games, and how "she owes the Metroid hatchling her life
twice over," referring to how *SPOILERS* (but not really because
the game is 21 years old) the baby Metroid sacrificed itself to save
Samus at the end of Super Metroid. This establishes the connection
between Fusion and the previous two games before it by providing a
sense of familiarity. So in a sense, this strange but different
opening first few minutes of the game isn't as jarring as it seems at
first glance. And while it's not necessarily a bad thing
this connection was made in this way, it
just seems very un Metroid like, I suppose. It's
sort of like how people feel about Banjo-Kazooie: Nuts and Bolts:
it's not exactly a bad
game
in and of itself, but
it was just a strange iteration in that series
and didn't really fit with the previous games in the series.
Just
to clarify, I'm completely open to a more narrative Metroid game, and
I personally like how the game goes about it, but it's understandable
how some would be turned off by how the game presents itself.
It
makes me think about Metroid: Other M and how it tried to mimic what
Fusion did, but... that just makes me angry and a tad bit upset.
So
you'd think that after that long-winded opening you'd be done with
all the dialog in the game, right? No, no no. Instead of getting to explore as much of the world as
you're able to with your current abilities, you're forced to go back
and forth between a destination and back to a computer that gave you
that destination in the first place. Though,
to be fair, you are
actually
able to go to different places than your destination (which happens
to be conveniently marked on your map,
which
is something
I'll complain about later),
provided that you have the needed powerups, but
you can't actually accomplish anything meaningful besides getting
some items here and there like energy or missile tanks.
Now
this is
something that annoys me,
and it's also something that Other M pulled as well (and we all know
how people feel about that game).
Like I said in the beginning of this video, Metroid is known
for
its
ability to make you feel immersed; while I will admit the
game can be immersive while you're out and about carrying out a
mission GIVEN TO YOU BY A COMPUTER, the
fact that you're listening to that computer drone on and on about
what you're supposed to do completely
brings
you out of the
experience. Honestly,
I've never given much thought to this before I started writing the
script for
this video, but
now that I'm really thinking about it, it just seems so contrary to
not only my philosophies on game design, but how the rest of the
Metroid series was structured up until Fusion's release. And
like I said in my last video, I commend anyone who builds upon an
already established idea. That
in and of itself isn't the problem. I
feel like the way the developers went about building upon that idea,
the idea being the design of the previous
Metroid games, is
where the problem lies. Like,
why, WHY would you explicitly give me an EXACT
destination to
go to in a METROID game?
What happened to that amazing feeling of satisfaction
when you figure out where to go on your own?
Metroid Zero Mission does something pretty similar to this,
except you aren't given any context other than just a point on the
map that basically says "hey listen, you should probably go here
at some point, but feel free to do some other stuff if you want."
Even
then it's not something I'm a huge fan of being in a Metroid game,
but it's miles better than how Fusion goes about telling the player
where to go.
Jesus, I'm going full Sequelitus here. ANYWAY, I
guess while I'm already on a tangent (picture of a tangent) about
things I dislike about Metroid Fusion, I might as well continue just
endlessly bitching. SO another problem I have with the game is the
bosses. A
LOT of them have completely random, sporadic movement patterns that
you CANNOT predict. Yes,
if you've played the game before you'll at least know what their
forms of movement are, but actually predicting them is just... it's
bullshit honestly. Let's
take Serris as an example. Serris
pisses me off. He's
this giant lizard dragon guy that flies around the screen in
a bazillion different ways. He
can fly straight at you, he can curve over and under the platforms,
he can fly straight above you, and there's probably a bunch of other
movement things he can do that I can't think of off the top of my
head. See,
this WOULD be an okay design if there was ANY
way of
predicting where he's gonna go. He
doesn't telegraph his movement at all. It's
extremely frustrating to have
to deal with,
especially for how early in the game this boss is, so you don't have
access to a lot of energy tanks by then. The
eye doors that precede boss fights also behave randomly with their
eye... laser... things? Yeah, let's just call it that. This
isn't as frustrating as Serris's movement if you're playing the game
normally. But I occasionally
speedrun the game, and the eye doors' behavior can make or break a
run if your luck with them is bad enough.
Alright,
now let's get to what I,
you know,
LIKE about the game, because
yes, believe it or not, I like
Metroid Fusion. Contrary
to what you might have assumed before, I DO actually enjoy the story
of the game, despite the fact that I dislike how it's conveyed.
Chronologically,
Metroid Fusion is the last game in the Metroid canon. And
you can sorta get that vibe early on,
as her
new
ship and Fusion suit aren't seen in any other game (except being able
to wear the Fusion suit was a sort of easter egg in Metroid Prime).
If
you didn't know anything about the previous games' story, it's pretty
heavily implied in the opening cutscene that by this point in the
canon Samus had already destroyed all the Metroids.
So
just to recap on the immediate story presented in the game, Samus
absorbs an X-Parasite, which corrupts her Power Suit and nearly kills
her, until she was cured with a Metroid vaccine. Once
she's recovered, what's left of her Power Suit becomes the Fusion
Suit, a more sleek and minimalist suit than she previously had. From
there, she's sent to the Biologic Space Labs, a large spaceship used
for research on, well, biology,
to investigate an unexplained explosion that took place there.
This
is where the game takes place, and is yet another difference that
this game has from the games before it. It's
the first Metroid to take place in a setting that's not an alien
planet. Samus
takes orders from a computerized Commanding Officer,
who
Samus refers to in some of her inner monologues as Adam, after her
old Commanding Officer, Adam Malkovich.
It is revealed that the BSL has been infected with X-Parasites.
For
most of the game, Samus evades an X-Parasite resembling her old Power
Suit that Adam calls SA-X.
Near the end of the game, she discovers that the Galactic Federation
had secretly been breeding Metroids on BSL in a secret
laboratory
on the
ship that she wasn't supposed to enter. She
encounters SA-X there, who's destroying the breeding area. The
breeding area enters self-destruct mode, and it detaches from the
BSL, plummeting into space. It
is also revealed later that the Federation plans to harness the power
of the X-Parasites for their own purposes. Knowing
that the X-Parasites would overwhelm the Federation once they arrived
on the BSL,
and subsequently the rest of the universe,
Samus destroys the ship by propelling it into SR388, the former home
planet of the Metroids.
Here's my problem with the story,
though: the plot moves really, and I mean REALLY, slowly. Basically
nothing happens plot-wise
between
the beginning of the game and near the end of it. It's
pretty clear that the developers were trying to make a more story
based Metroid, but they kinda just completely dropped the ball on any
sort of real plot progression.
I
love how the game controls and how awesome you feel after getting a
new powerup. You
definitely feel rewarded after taking down challenging bosses, or
discovering secret areas that aren't recorded on your map. In
fact, despite how linear the game can be at times, it actually
requires you to go out of your way to explore at certain points in
order to progress. This
definitely offsets the linear feeling the game has, but not enough to
make exploration as rewarding as it is in previous
games. The
game's controls are super tight. One
criticism I have with Super Metroid is how wonky the controls can be
at some times; it feels very floaty and hard to control.
But Metroid Fusion fixes every issue I had with the controls.
Your beams and missiles and whatnot move super fast, you have pretty
precise aim, there's
multiple different jump heights, somersault jumping is actually
POSSIBLE to do unlike in Super Metroid... the game gives you a lot of
freedom with the controls.
The
game also looks very nice too, especially
with enemy sprites. They're
really, really detailed. It's
nice that it turned out this way, because looking at beta
screenshots, the game looked AWFUL early in development,
with some people even comparing the graphics to that of the Gameboy
Color. The
soundtrack is definitely good, but nothing amazing. Its style is
another thing unique to the game. While
previous games, especially Super Metroid, had really atmospheric
soundtracks, Metroid Fusion's music is much more melody-based and
upbeat. Again,
nothing special, but I do appreciate where the composers were going
with it.
So,
in the end, is Metroid Fusion worth playing? Yes. Despite
the many problems I have with it, it's still a blast to pick up and
play. In
retrospect, I have a feeling the game was designed the way it was
because it's a handheld game. Many
handhelds are designed in such a way that they're meant to be played
in short bursts. The
game telling the player essentially exactly where to go just follows
that philosophy. Was
this intentional? Perhaps,
but
at the same time, I feel like if the developers were going for that
more handheld
based
design, there
probably wouldn't be any save
rooms or things like that, and you could just save anywhere, or maybe
the
game wouldn't be as story based
as it is. Overall,
Metroid Fusion is without a doubt a good game, and sadly one of the
last
2-D Metroids to be released. With
the cancellation of Metroid Dread during its development, and with
the release of Federation Force ever imminent *groan*, it's possible
we won't see another 2-D Metroid game for a long time, possibly ever.
It's
a shame, and I really feel like if they took the good aspects not
only of Fusion, but every 2-D Metroid game, and add their own twist
to it, Nintendo, or maybe even Retro Studios, could make an amazing
new entry in the series. Anyway,
again,
if you liked Super Metroid or any of the other 2-D Metroid games,
give Metroid Fusion a shot. It's eight
dollars on the Wii U Virtual Console, so if you have eight bucks, I
highly recommend
it.
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