Metroid II: Return of Samus

Metroid II: Return of Samus

released on Aug 26, 1991

You must be logged in to access rating features

Metroid II: Return of Samus

released on Aug 26, 1991

A Sinister Planet Threatens the Galaxy!

Space Hunter Samus Aran returns to battle a planet crawling with evil creatures bent on universal domination in this bigger than ever sequel to the NES classic, Metroid.

Take control! Guide Samus through cavernous corridors, ancient ruins and alien traps. On the mysterious planet of the Metroids, you'll find artifacts of a lost civilization that grant amazing powers. Cut through creatures in a buzz-saw blur! Roll through hidden tunnels and climb sheer walls!

A battery back-up allows you to save your progress as you fight to the heart of the planet and search for the merciless Metroid leaders. If you are a cunning explorer, you'll earn the best of several super endings.

Enter this exciting Metroid sequel and experience the thrills of Game Boy like never before!

The Game Boy Color has stored preset color palettes for Metroid II and a few other Game Boy games. If played on the GBC the game will have some variation in color.


Playable on

Genres

More Info

Reviews View More

Like it's predecessor, another game that's really good for it's time but hasn't aged well at all and obsoleted by much superior remakes.

Though I think this game has different strengths and issues compared to the first metroid, on the good side, Samus controls MUCH better in this game than she does in the original, being able to aim in every direction and the physics to the jumps feel nice.

The world is kind of a double edged sword, on one hand, it uses many more unique screens than the original Metroid which had a habit of repeating things constantly. On the other, the game feels much less vast and interesting than the original in my opinion. The Metroid fights aren't very good and there's less cool secrets hidden around the map unlike the first game.

Regardless of that, the strengths of Metroid II are very obvious in what will come 3 years later in Super, the first amazing Metroid game. So I can't say this game is any worse than 1 but I'd consider them equals with very different strengths and weaknesses.

I would definetly try this version out, there's also a pretty cool colorization hack that gives areas a little more of a sense of identity, which is nice. Of course, AM2R and Samus Returns are must plays, but I think you should check out the original first to get an appreciation for it.. It IS only about 5 hours long!


I went to try this game to try and say I've beaten a version of all of the 2D Metroid games.

I'm going to go play AM2R and Samus Returns instead, this game feels fucking gross to play, looks ugly as sin, and the sound effects and "music" were genuinely giving me a headache.

Yuck.


It’s a common joke that Samus Aran never hunts bounties. She’s always either stumbling into heroics for free by accident or hired for, essentially, mercenary work by Da Army. The only game where Samus’ work could I think be conceivably considered actual Bounty Hunting is Metroid II: Return of Samus. She’s given her hit list and she trudges down into the depths to do her job.

And what we get out of it is arguably the most ambitious Metroid game to date, clearly pushing the limits of its hardware in terms of delivering a gameplay experience that, similar to its predecessor with the NES, is just clearly beyond the ken of the Gameboy but also accidentally in terms of themes and mood. It’s not a secret that Metroid 2 has gotten the coolguy art gamer reevaluation over the years as a secret death of the author gem but that doesn’t make it work any less well as one.

Samus takes up a huge chunk of the screen. You can barely see where you’re going. You can barely remember where you’ve been. The world isn’t hostile, necessarily; how could it be hostile when you dominate it so powerfully from the very beginning? Samus is untouchable – more agile and powerful than anything she’ll face from the first second to the last as she trudges down, down, ever downward, through endless twisting corridors as she practices the tedious chore of genocide. She only becomes more durable and more powerful as her targets become fewer and more vulnerable to her weaponry.

No, the only resistance is from the world’s indifference, its ambivalence to Samus and her violence, and even then only in the places where she cannot enforce herself upon it. The only dangers on SR388 are momentary environmental hazards, getting frustrated by disorientation, being frightened by surprise or by unknown sounds. But never by anything remotely similar to what Samus herself brings to the Metroids, to the other fauna she might encounter.

Atmosphere is king in Metroid, and narrative – explicit and implicit – is rarely given much heft in these games, especially early in the series. It’s hard to imagine that Samus, given what we know of her (with her military background, her most frequent contractor being the Federation marines, literally spending all her time with one of her hands replaced with a gun) has spent a lot of time considering the morality of her place in the galactic landscape. She probably doesn’t have to think much about it, since she mostly seems to fight, like, animals and the Space Pirates who do seem like assholes (I don’t have time to go into the absolutely batshit colonialism allegories happening in Prime 2 but that game is a weird can of worms). So I really have to wonder what’s going through her head when she’s struck by the burst of compassion that leads her to spare the last metroid. What’s she thinking about as she makes that long ascent back to the surface with a little buddy who doesn’t know that its mom just butchered its race. Does she think she’s done a kindness? Is she considering the enormity of the act she’s just failed to complete? Are these things she thinks about at all?

I don’t know. Metroid 2 is a masterpiece.


I wish i had bad enough taste to fuel a contrarian love for this game


Released 5 years after the fact, Metroid II: Return of Samus is a slower and floatier Game Boy sequel that's nevertheless a two-pronged update: One for structure, by replacing the debut's roundabout mystery with more complex areas and a well-defined objective - and the other for gameplay, by adding new combat options and upgrades useful for secret-hunting and platforming alike (e.g. Spider Ball, Space Jump). The result improves upon their model of hostile sci-fi expedition, a slightly more feasible but no less intense effort when compared to the original, only the personality is missing.


Replayed to compare with AM2R. I still really like this version of Metroid 2, i think the gameboy definitely limited many aspects and forced linearity. However i think the designers really understood what limitations they were working with and were able to push the limits of what could be done and still playable. My biggest complaints are the lack of an in game map, the infrequence of save points, and the pain in refilling health and ammo at certain points.