YES! The 3D effect here is awesome, as a bunch of other people have mentioned too. It's bizarre that my favorite 3D implementations on the 3DS have been games that weren't full 3D - Shovel Knight, A Link Between Worlds, etc., and now Metroid.
EDIT: Wow I just realized that the same developer has now worked on both Castlevania and Metroid...bizarre coincidence I guess? Pretty crazy though
OG 3DS user here. The 3D effect works really well in Samus Returns and is one of the better implementations. However, after the first couple of months I rarely used the 3D on the 3DS. It's a great novelty but it takes my eyes a while to adjust and I have to stay in the perfect window to get the 3D effect. So I usually don't use it and when I do only for short intervals.
When the 3DS was announced my first thought was how perfect the effect would work for Top-down Zelda and sidescrolling Metroid. From day 1, I had wanted a new 2D Zelda and 2D Metroid. While I thought they could make a really clever 2.5D Metroid using the 3D effect to help emphasis hidden pathways, morphball tunnels and other secrets. I had given up hope of a new 2D Metroid on the 3DS after 2014; so I'm glad my likely final game on the 3DS will be Samus Returns. Glad to see my two biggest wishes for the 3DS ended up happening.
Apparently Sakamoto knew of their work on Castlevania and heard they were Metroid fans. Due to this info, he travelled to Spain to meet them where they pitched 3D Metroid and then Metroid Fusion. Sakamoto instead offered Metroid 2 Remake which thankfully worked out.
I am not really getting the complaint against the control as I feel that Samus moves so much smoother than she did in Zero mission.
What's wrong with the mole? I think that she looks fine with it.
Yeah speaking as someone who recently replayed Fusion on the 3DS as well as Super Metroid and Zero Mission. The controls for Samus Returns are the best the 2D Metroid series has felt. Unsure how reviewers had issues with the Melee attack. I'd like to see Mercury Steam work on Metroid V for Switch. I'd like to see the Morphball moved to a shoulder or trigger button. Expand a little more on the melee combat. Include a twitch dodge mechanic where if you smash the opposite direction at the right time, when an enemy is attacking you will dodge the attack. Maybe an air dodge/air melee attack as well. On top of moving past the standard Metroid artillery that has been in every single 2D Metroid.
Half the Metroids defeated. This game is really good. I've already had multiple occurances of the classic metroid 'invisible guiding hand' - where you're sure you've found some awesome secret or are heading in the wrong direction but are actually still on the critical path.
Personally, I think the analogue controls and new combat gameplay are both absolute winners. I always thought that shooting things was the weakest part of 2d Metroids, and Super Metroid in particular, but here it's more involved, more precise, more engaging. I really like it. I do wish they could have spiced up the Metroid encounters a bit, but they are what they are, and are obviously far better than what we had in the original.
I think the game is probably too derivative of past Metroids to be considered a classic in the series, but it's a rock-solid return to form, and considering the past decade in the series and the concerns over the developer MecurySteam I think we should all be delighted with what we've gotten here.
I'm glad I'm not the only one that does this with Metroid. I'll see the obvious path and then find the hidden path thinking I discovered some cool secret. Only to find out that I went exactly where the game wanted me to go.
Also agreed with Samus Returns. I can't say until I complete the game. So far I'd say this is by far the best 2D Metroid. As you said though it is very iterative and is more about mastering design from games that are decades old. Granted that is exactly what the series needed. Hopefully Samus Returns sells well and we can get Metroid V which evolves and expands the formula/gameplay more.