Crab Milk Mickey
Member
I actually much preferred how Zero Mission handled expansions.Also, I may be hated for saying this but I think the single-wall jump was overpowered, didn't make sense, and getting rid of it gave the level designers a bit more freedom.
I must say though, zero mission's addition of morph ball shinespark was a bit OTT and didn't really add anything new to Samus' moveset. Also, Zero Mission was too fast to control and some of the optional expansions were RIDICULOUS to obtain.
Fusion for me just seems to have everything right.
All three 2D games have an abundance of weapon-related upgrades, so after a certain point they become nothing more than a mundane reward. In all honesty Zero Mission carries the same shortcoming, but it made them somewhat eventful again by making them increasingly more tricky to reach with the bite-sized puzzle rooms. A portion of them were actually fairly challenging and occasionally forced me to think of alternative methods, whereas in Fusion the majority of what I discovered was very straight-forward... much like the remainder of the latter game. Ultimately I'd still favor it if the player received new tools as opposed to a trivial increase in total ammunition, but if Nintendo continues to stick to their guns about this, I'd rather have puzzles like that (or rather, the act of figuring them out) act like a secondary award again alongside the item in question, so that some satisfaction actually exists upon their discovery.
I also preferred Zero Mission taking Fusion's controls and making them even snappier without gimping mobility such as the walljump, having to climb surfaces et cetera, plus I found that in the endgame specifically the build-up for Samus becoming more powerful was executed in a more gratifying way. Didn't help that the last few notable bosses during Fusion's own endgame were total pushovers as well for the big pay-off, almost as bad as ZM's
Robo-Ridley