LTTP: Metroid Fusion. It was pretty awesome.

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.
I actually much preferred how Zero Mission handled expansions.

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
.
 

SolVanderlyn

Thanos acquires the fully powered Infinity Gauntlet in The Avengers: Infinity War, but loses when all the superheroes team up together to stop him.
I miss it when Metroid games had weird unexplained shit in them for no reason.
I miss it when Metroid games existed, period.
 

Lutherian

Member
I'll come back later to talk about Fusion, witch is one of my favorite Metroid but Platinium Games just twit this today :

@platinumgames
"I'll have an Energy Tank - shaken, not stirred."

CEsH0_fWIAA6D_t.jpg
 
If it helps, my personal strategy for Yakuza is to roll into a ball, hide in a corner and just watch it. When it opens its mouth to spit fire, shoot a couple of missiles into his mouth and run a bit to the side to dodge its fire balls. Rinse and repeat. For the second form, I choose a place to camp off to the side and wait for the head to come near with its mouth facing down, and then shooting it with missiles. If you're lucky, you should get a couple of good hits in quick succession.
 

Anura

Member
You can kill nightmare before he starts flying around the room if you're lucky enough and have a fast enough finger. Ridley gets trivialized by charge beams due to the way they function. SAX can be looped pretty easily if you know how. Using R to release charge beams let's you do it airborn and keep your momentum and its generally easier on the hands. Wide beam, charge beam and the SAX cores can all be caught stuck under ledges and you can just jump and fire a missile downwards for an easier kill. All non-beam X-cores have a glitch where if two missiles hit on the same frame it counts as two hits and it's helpful for getting them down faster. Dodge the core spider's first stage by rolling into a morph ball close to the corner/fire he CAN still hit you but he rarely does that pattern. Second stage can be looped but I'm bad at it.
 

Melter

Member
when I first played this game (I was 10 or 11 years old at the time), I was TERRIFIED by SA-X, especially that part where you can't hide from it and have to keep running across the jungle area while it's chasing you.

This game and Prime were what got me hooked on Metroid and metroidvania games.
 
K

kittens

Unconfirmed Member
Being told where to go all the time got REALLY tiresome, but the game is awesome despite that. It's far inferior to Zero Mission and Super, but it's still really great.
 
I'll come back later to talk about Fusion, witch is one of my favorite Metroid but Platinium Games just twit this today :

@platinumgames
"I'll have an Energy Tank - shaken, not stirred."

CEsH0_fWIAA6D_t.jpg
I don't know if this means anything...but for some or other in. It too keen on Platinum making a Metroid game. Give them Starfox like they wanted...I think.
 

yyr

Member
I think it's really interesting, seeing that the majority of posts praising the game here are coming from folks whose first experience with Metroid was with Fusion. It makes perfect sense to me. I truly believe that the players who love Fusion the most are the players that did not play Super Metroid (or the others) first.

At the time it released, I was loving the SNES-like experiences coming to GBA one after another. I was a true veteran of the series, having played all 3 previous games from beginning to end, and was super psyched for Fusion because SM had been so mind-blowingly good. On the other hand, I assumed that Prime would be garbage because how can you do Metroid in 3D?

And then both games came out. Prime was absolutely fantastic and crushed my expectations, while Fusion is quite possibly still one of my biggest gaming disappointments of all time...not because it was a bad game, because it wasn't, but because it was no Super Metroid. Heck, it was no Metroid at all, I felt. The feel was there, yes. The controls were tight, the weapons and equipment were all fun to use as usual, the audio and visuals were great for the platform, and the battles were alright, but the experience and tension of exploring a completely uncharted, unusual and unknown world--the very core of the gameplay experience in ALL other previously-released Metroid games!--was totally gone. You can't say "it was linear, but the gameplay was there" because the linearity changed the gameplay entirely, into something that barely felt like Metroid to me at all.

I would very highly recommend that those of you who enjoyed Fusion, but have yet to play Super or Prime, take another look. There's a reason why Super Metroid still regularly appears on "best games of all time" lists. No, wait, there's probably a hundred reasons, all of them still valid today.

And that image...if Platinum is working on a new game in the series, I will squeal like a little girl.
 

Ezalc

Member
Great game, not my favorite Metroid but I enjoyed it a lot. Had a lot of fun being chased around by the SA-X though I don't know if it only meets you at set places or if I just got lucky because I barely ran into it.

This game also explains Other M, since it's the fever dream Samus has in the beginning during the operation in the intro. Nobody can tell me otherwise.

Also Nightmare, was literally a nightmare to beat. Jesus I died so many times to that motherfucker.
 

Piano

Banned
I still can't beat the final SA-X fight. Too damn hard. Or maybe I suck. Any tips?

Whoops, SA-X. Didn't even realize there was another boss fight after. Shows you how long ago I gave up on trying to beat it...
There's a whole other boss after SA-X and you can't save? I'm screwed.

Three months later update: I still can't beat SA-X. I got past the first form ONCE out of two dozen tries just today. 20% of the time the behavior is predictable and I can get into a good rhythm of charging and running away but most of the time SA-X breaks the pattern somehow and drains half of my health.

I swear sometimes my charged shots just stop hurting and stunning it and it just machine guns me to death. Am I missing something here?


I'm so frustrated. HELP!!!

Edit: good god I finally managed to do it only took another dozen tries.
 

Mandelbo

Member
Fusion was my first Metroid game and it's still my favourite of all the ones I've played. Super gives you a lot of freedom to explore and also has impeccable atmosphere, but I can't stand how it controls and the "feel" of Samus' movement after playing Fusion. SA-X is still utterly terrifying.
 

D.Lo

Member
I might play it through again. I enjoyed it back when it came out, but it didn't stick as classic in my mind like the Prime trilogy and Zero Mission did, even after a couple of replays.

I just did a playthrough of the Japanese version of Other M and it's just so similar to Fusion it's basically a 3D remake.

Speaking of which, the Japanese version of Other M is highly recommended for anyone. The Japanese voices are much better performed, suit the melodrama so much more - and make it 1000% more palatable. Plus all text is still in English anyway. It's actually quite enjoyable and very comparable to Fusion in that form. I'll write up a thread about it eventually.
 

Akai__

Member
Three months later update: I still can't beat SA-X. I got past the first form ONCE out of two dozen tries just today. 20% of the time the behavior is predictable and I can get into a good rhythm of charging and running away but most of the time SA-X breaks the pattern somehow and drains half of my health.

I swear sometimes my charged shots just stop hurting and stunning it and it just machine guns me to death. Am I missing something here?

I'm so frustrated. HELP!!!

But it's so easy!!!

In all seriousness. Make it chase you counter clockwise like this: http://i.imgur.com/gtVbpEo.gif

If it breaks the pattern, you can easily make it chase you again. Remember that it can't hurt you with it's beam, while you are spinning.
 
I'm with you on the horror bit. To this day I'm still amazed that a 2D sidescroller actually managed to scare the crap out of me. Those moments with SA-X really get the adrenaline pumping.

I always wished that they'd make a 3D Metroid that replicated that horror aspect. If it was so good in 2D, just imagine it in three dimensions.
 
The constant chit-chat with Adam unfortunately ruins the pacing of the game (especially on subsequent playthroughs) and for me really brings down what is otherwise a fantastic game.

There's a lot to like about it but the linearity and textboxes alone make it one of my least favorite games in the series and one that's really hard to go back to.
 

Rambler

Member
Fusion may be a linear action game but unlike Prime 3 or Other M it's actually good at being a linear action game so I still like it.
 

GenG3000

Member
Speaking of which, the Japanese version of Other M is highly recommended for anyone. The Japanese voices are much better performed, suit the melodrama so much more - and make it 1000% more palatable. Plus all text is still in English anyway. It's actually quite enjoyable and very comparable to Fusion in that form. I'll write up a thread about it eventually.

It's clear that, even when the original text is cringeworthy at times, obviously the Japanese wording and sense of staging translates better into the game than the English text. Different cultures and all. And the voice actors in Japanese are very good. Samus sounds militarily disciplined, but not boring like the English actress, and Japanese Adam is motherfucking Takamura from Hajime no Ippo.

Also, there's one metaphor that was lost in the translation: Thumbs in Japanese sounds pretty much like they way they pronounce Samus, so when she says "thumbs up" is like she is actually saying "Samus up" in approval. Nothing mind boggling but I kind of liked that.
 

Simbabbad

Member
Shame you put the bosses as a negative, I always felt Fusion had one of the better batches of Metroid bosses after Prime 2 that reward working out their patterns and can require some steady aim (except Ridley who is always just launch missiles everywhere).
And the X parasite at the end coming off as a last ditch effort for survival on their part.
Going back to other 2D Metroid games afterwards makes their bosses seem too easy by comparison.

I don't mind its semi linear approach, it's well adapted for handheld play in short bursts and an objective focus so you don't lose direction with the pick up and play angle of handhelds.

Bugs me that we've yet to get a game to follow up on the ending here, it leaves an interesting thread dangling, instead we got the fusion before fusion in Other M which strays way too close to the ideas already covered by Fusion itself.
100% in agreement with this post, and for the rest I agree with the OP.

At first I didn't like how guided Fusion was, but it made sense given the handheld format, and it worked beautifully. I liked that they tried new things.
 
The constant chit-chat with Adam unfortunately ruins the pacing of the game (especially on subsequent playthroughs) and for me really brings down what is otherwise a fantastic game.

There's a lot to like about it but the linearity and textboxes alone make it one of my least favorite games in the series and one that's really hard to go back to.

Agree with you on the constant chatter, linearity and text. Other than that and a few other issues it's a great Metroid game.
 

Simbabbad

Member
I've heard that Metroid II isn't one of the greatest titles in its series, but I get the feeling it might have a charm to it.
Metroid II is IMO a jewel, a masterpiece, and it's my favourite 2D Metroid game. It's a bold game that is more "Metroid" than any other game in the series, and is wholly unique.

See how 2D Metroid mazes are mostly composed of straight vertical and horizontal lines, long corridors and long shafts? Well, Metroid II throws that out of the windows in favour of weird, alien but natural-looking caves with convoluted surfaces, with crumbling, silted, millennia-old chozo ruins in the middle of them. That means this game is the Metroid game with the biggest sense of exploration and discovery, because the layout is always unexpected, unpredictable, fresh.

There is nothing straight, clean or modern in Metroid II, there is nothing suggesting any sentient being was there less than centuries ago. In a sense, it's the most "realistic" of the series, with little to none shiny SF elements. It's very lovecraftian.

The Game Boy limitations are exploited brilliantly. The sprites are big and detailed, which in turn makes the visible area around Samus small, but it works amazingly well for the game since it gives you the feeling to be able to only see a tiny luminous area around you, in the middle of infinite and hostile blackness forever devoid of sunlight, since everything is located underground, going deeper and deeper into the forgotten abysses. The soundtrack is pure genius, with strange sounds and melodies reminding you of "Forbidden Planet".

The theme of the game, finding and killing every Metroid, is chilling. Sinister clues can be found, the Metroids mutating into bigger and bigger, weirder and weirder monsters, leaving deformed shells behind. The game even plays with your nerves: you may cross an area and see nothing, then go back and see a shell, meaning that a Metroid just mutated there into an abomination for your to fight.

The whole game reminds you of the alien ship sequence in ALIEN. It's a marvel.

So why isn't it more liked? For the same reason it's a jewel of gameplay and level design: it's a maze game, a game that stands on your sense of orientation. It's much more fair than the original Metroid because the areas don't all look like each other, and there aren't cheap, invisible secret passages, but as said above, the layout is really, really convoluted, weird and big, you feel lost in the entire game, and of course there isn't an automap.
But here's the genius: you don't need a map. The game is complex, but the action always takes place in a reasonably sized area: the idea here is a main path is blocked by lava, when you kill enough Metroids, their queen/mother gets mad, moves, and causes a mini earthquake that lowers the lava, allowing you to continue (BTW, that means Fusion wasn't the first Metroid game to intelligently guide the player to accommodate to handheld gaming). That means you have to use your memory, brain and sense of deduction (not to mention platforming) to explore and find different powerups and Metroids without a map, but the goal is manageable, it's extremely well balanced, especially since the game gives you the tools to do it: the spider ball is here brilliantly used, the whole game revolves around it, and obviously the space jump plays here a much more important role that in any other game.

Unfortunately, nowadays, a game that requires a good sense of orientation and even stands on the ability to locate yourself and guess/deduce where unexplored area and hidden stuff are, is a game that is automatically labelled "archaic". People will immediately ramble about "remakes" and "automaps", without understanding that such decisions would miss what Metroid II is all about.

Best. Metroid. Ever.
 
Metroid II is IMO a jewel, a masterpiece, and it's my favourite 2D Metroid game. It's a bold game that is more "Metroid" than any other game in the series, and is wholly unique.

See how 2D Metroid mazes are mostly composed of straight vertical and horizontal lines, long corridors and long shafts? Well, Metroid II throws that out of the windows in favour of weird, alien but natural-looking caves with convoluted surfaces, with crumbling, silted, millennia-old chozo ruins in the middle of them. That means this game is the Metroid game with the biggest sense of exploration and discovery, because the layout is always unexpected, unpredictable, fresh.

There is nothing straight, clean or modern in Metroid II, there is nothing suggesting any sentient being was there less than centuries ago. In a sense, it's the most "realistic" of the series, with little to none shiny SF elements. It's very lovecraftian.

The Game Boy limitations are exploited brilliantly. The sprites are big and detailed, which in turn makes the visible area around Samus small, but it works amazingly well for the game since it gives you the feeling to be able to only see a tiny luminous area around you, in the middle of infinite and hostile blackness forever devoid of sunlight, since everything is located underground, going deeper and deeper into the forgotten abysses. The soundtrack is pure genius, with strange sounds and melodies reminding you of "Forbidden Planet".

The theme of the game, finding and killing every Metroid, is chilling. Sinister clues can be found, the Metroids mutating into bigger and bigger, weirder and weirder monsters, leaving deformed shells behind. The game even plays with your nerves: you may cross an area and see nothing, then go back and see a shell, meaning that a Metroid just mutated there into an abomination for your to fight.

The whole game reminds you of the alien ship sequence in ALIEN. It's a marvel.

So why isn't it more liked? For the same reason it's a jewel of gameplay and level design: it's a maze game, a game that stands on your sense of orientation. It's much more fair than the original Metroid because the areas don't all look like each other, and there aren't cheap, invisible secret passages, but as said above, the layout is really, really convoluted, weird and big, you feel lost in the entire game, and of course there isn't an automap.
But here's the genius: you don't need a map. The game is complex, but the action always takes place in a reasonably sized area: the idea here is a main path is blocked by lava, when you kill enough Metroids, their queen/mother gets mad, moves, and causes a mini earthquake that lowers the lava, allowing you to continue (BTW, that means Fusion wasn't the first Metroid game to intelligently guide the player to accommodate to handheld gaming). That means you have to use your memory, brain and sense of deduction (not to mention platforming) to explore and find different powerups and Metroids without a map, but the goal is manageable, it's extremely well balanced, especially since the game gives you the tools to do it: the spider ball is here brilliantly used, the whole game revolves around it, and obviously the space jump plays here a much more important role that in any other game.

Unfortunately, nowadays, a game that requires a good sense of orientation and even stands on the ability to locate yourself and guess/deduce where unexplored area and hidden stuff are, is a game that is automatically labelled "archaic". People will immediately ramble about "remakes" and "automaps", without understanding that such decisions would miss what Metroid II is all about.

Best. Metroid. Ever.

You just hyped me to play this. So sad that i still have the original cartridge for Game Boy but i never played it.
 

Thud

Member
Metroid II is IMO a jewel, a masterpiece, and it's my favourite 2D Metroid game. It's a bold game that is more "Metroid" than any other game in the series, and is wholly unique.

See how 2D Metroid mazes are mostly composed of straight vertical and horizontal lines, long corridors and long shafts? Well, Metroid II throws that out of the windows in favour of weird, alien but natural-looking caves with convoluted surfaces, with crumbling, silted, millennia-old chozo ruins in the middle of them. That means this game is the Metroid game with the biggest sense of exploration and discovery, because the layout is always unexpected, unpredictable, fresh.

There is nothing straight, clean or modern in Metroid II, there is nothing suggesting any sentient being was there less than centuries ago. In a sense, it's the most "realistic" of the series, with little to none shiny SF elements. It's very lovecraftian.

The Game Boy limitations are exploited brilliantly. The sprites are big and detailed, which in turn makes the visible area around Samus small, but it works amazingly well for the game since it gives you the feeling to be able to only see a tiny luminous area around you, in the middle of infinite and hostile blackness forever devoid of sunlight, since everything is located underground, going deeper and deeper into the forgotten abysses. The soundtrack is pure genius, with strange sounds and melodies reminding you of "Forbidden Planet".

The theme of the game, finding and killing every Metroid, is chilling. Sinister clues can be found, the Metroids mutating into bigger and bigger, weirder and weirder monsters, leaving deformed shells behind. The game even plays with your nerves: you may cross an area and see nothing, then go back and see a shell, meaning that a Metroid just mutated there into an abomination for your to fight.

The whole game reminds you of the alien ship sequence in ALIEN. It's a marvel.

So why isn't it more liked? For the same reason it's a jewel of gameplay and level design: it's a maze game, a game that stands on your sense of orientation. It's much more fair than the original Metroid because the areas don't all look like each other, and there aren't cheap, invisible secret passages, but as said above, the layout is really, really convoluted, weird and big, you feel lost in the entire game, and of course there isn't an automap.
But here's the genius: you don't need a map. The game is complex, but the action always takes place in a reasonably sized area: the idea here is a main path is blocked by lava, when you kill enough Metroids, their queen/mother gets mad, moves, and causes a mini earthquake that lowers the lava, allowing you to continue (BTW, that means Fusion wasn't the first Metroid game to intelligently guide the player to accommodate to handheld gaming). That means you have to use your memory, brain and sense of deduction (not to mention platforming) to explore and find different powerups and Metroids without a map, but the goal is manageable, it's extremely well balanced, especially since the game gives you the tools to do it: the spider ball is here brilliantly used, the whole game revolves around it, and obviously the space jump plays here a much more important role that in any other game.

Unfortunately, nowadays, a game that requires a good sense of orientation and even stands on the ability to locate yourself and guess/deduce where unexplored area and hidden stuff are, is a game that is automatically labelled "archaic". People will immediately ramble about "remakes" and "automaps", without understanding that such decisions would miss what Metroid II is all about.

Best. Metroid. Ever.

You know how to hype someone.
 

cireza

Member
Fusion is a masterpiece. Godlike level design. Amazing art-style that drove the series forward.

Metroid 2 is great and Nintendo should work with the team behind the amazing AM2R remake to release it again !
 

Molemitts

Member
I played this game after really enjoying Super when I first played it. I just can't enjoy Fusion. I hated the linearity, the lack of exploration and always being told where to go. The bosses were awful, I especially hated how you had the defeat that same thing afterward every time, felt like pointless padding. The bosses have never been great in Metroid games, but every time I felt like I was starting to get into the exploration a boss would come along and ruin it. The plot was too intrusive, Metroid does environmental story telling best. Even then the story it did tell did tell wasn't interesting at all to me. Metroid Prime's story telling would have been a better route.

I really like the idea of a Metroid game set on a space station. So the game really hooked me at first, but it only got worse and worse, to be honest, until I just gave up.
 

Amentallica

Unconfirmed Member
If anyone talks shit about this game, they're a lying hipster

Also wtf metroid II is trash

Metroid 2 was the first of the series that I played and I loved it. I still enjoy it despite heralding Metroid Prime as the best in the series, especially since it inspires the most exploration of any Metroid game. I got lost so many times but it was always fun regardless.
 
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