Reviews from

in the past


Um remake do Metroid 2 de Game Boy, com uma visão criativa e apaixonada do mesmo. Deveria ser oficial em relação a tamanha quallidade desse fangame.

Primeiramente, a gameplay, uma delicia, é tipo Super Metroid só que mais fluido, e eles ainda colocam muitos poderes da franquia inteira no jogo, os que não tinham disponiveis no original.

Outra coisa foda é a trilha sonora, diferente do original que tinha ou silencio ou merda tocando, aqui eles colocaram as musicas reais do jogo só que remixadas, e musicas de vários jogos da franquia misturados em outras areas.

A separação de areas também é legal, cheio de caminhos e atalhos, o que é novo em metroid e é bem apreciado por mim nesse remake. Por fim, a criatividade nas MUITAS E MUITAS coisas novas do jogo é simplesmente surreal, muita coisa que tu nunca viu acontecendo na franquia vai rolar aqui e isso é uma surpresa do caralho. É um level design muito bom em relação a backtracking e upgrades, e ele une isso com uma criatividade muito grande, em inimigos, chefes, e principalmente em mecanicas chaves de algumas areas, que foram totais reimaginadas pra não ficar tão repetitivo quanto o original

É isso, um ótimo jogo, com alguns defeitos aqui e ali. Seria bem mais reconhecido se a filha da puta da Nintendo não tivesse tirado ele, porra Nintendo faz igual a Capcom e oficializa essa porra, com o mesmo nome, não teria problema algum.

Beautiful and faithful remake of Metroid 2 and I appreciate it's in a GBA style, Samus Returns gave me quite the whiplash going from ZM and it just feels empty....I prefer this one over that any day. Much like Metroid 1 NES, I can't really get into Metroid 2 GB so this is the way for me. That being said, this game is beautiful, atmosphere, the creatures, the addition of an enemy viewer and lore collection is very nice too. As far as fan games go, this is one of the legendary ones

Fenomenal. O melhor jogo de metroid ser feito por fãs mostra o carinho e esmero inclusos nessa obra de arte.

The definitive way to play Metroid II.

Remaking Metroid II with the visuals and controls of Super and Zero Mission is such a simple idea and it works perfectly.

However, there are moments of difficulty where I'm reminded that it's a fangame. Super aggressive enemies, crazy bosses out of nowhere and lack of good backtracking tools makes me unable to recommend this to anybody just starting with Metroid.

To anybody who's experienced with Metroid though, it's an easy recommendation.



better than the actual metroid 2 remake

This review contains spoilers

8/10 too many metroids.

In all seriousness though, this is a fantastic experience. It's really easy to forget that this is a fangame, as it perfectly encapsulates every beat you would expect from the 2D Metroid series while surpassing the official games in some respects. It nails the atmosphere and tight controls of Samus. I'm not too sure about the ratio between original tracks and remixes but regardless this game is filled with bops.

There is excellent variety in the boss fights alongside fairly challenging learning curves. 'The Tester' fight gave me the most trouble but finally besting it was one of the most satisfying feelings I had ever gotten from a Metroid game.

Unfortunately, the main thing holding this game back for me was the actual structure of Metroid 2. Hunting down a multitude of metroids in each area just got real old, real fast. I understand this is integral to the premise of the game and its story but it didn't click for me.

I'm happy I've experienced every mainline Metroid game in some capacity now. I guess I can continue the prime series now.

Honestly this is probably the best metroid game. It's so fucking good. It has the atmosphere, level design, sequence breaking, and exploration that makes a metroid game so good. It sucks that this is a fan game, but it really doesn't matter. I consider it a Metroid game even if it's not official. I love it, and the Metroid fights are the only bad part about it.

the early metroid fights are very annoying as their hitboxes feel tiny and they dont seem to have any pattern, but otherwise this is awesome

A metroid 2 fan game shouldn't be this comprehensive, nor should it be this polished.

I mentioned before that Metroid II was where I found my place with the Metroid series. I didn't mind how linear it was because its atmosphere and mysterious world pulled me in. I didn't mind the repetition of fighting Metroids either. That said, the game is limited in most ways. The music is overly simple, the game is natively in black and white, and the enemies are super weak to accommodate for how small the screen is. Going into AM2R, I was expecting to see improvements in these areas. What I got, however, was so much more than a simple clean-up with new graphics—AM2R is a goddamn masterpiece. Where the original is the best that it could've feasibly been, AM2R is far better than I ever could've imagined. I would go as far as to say that it is single-handedly the most ideal remake of Metroid II and I don't think any other remake, official or not, could even come close.

Personally, I adore the Fusion/Zero Mission aesthetic. In general, I tend to be a bit fan of GBA sprite art (see Pokémon), but I also love the sound design of both games. AM2R borrows a lot from the two in that regard, and I simply cannot complain about that. Not to mention, plenty of new sprite art went into this game. The reimaginings of the Metroids' designs are particularly great. The lighting is also incredible, leading to some areas feeling far creepier than anything in the original.

The boss fights are top-notch too. I get the feeling that a lot of Metroid fans might not like them because they are harder than usual, often taking and giving far more damage. I know Metroid is supposed to be this super-fast game to many of its fans, and many of them like when you can speedrun bosses in 10 seconds but I just... don't. You know how tired I am of being excited to fight Ridley—because he's so goddamn cool—only to be disappointed that he goes down in 20 seconds? Not that Ridley specifically appears here, but I love that these bosses actually challenged me in more ways than how fast I could spam 5 super missiles into their throats. In AM2R, the bosses actually have the health to put up a fight, which is great because their attack patterns are super fun to learn and overcome. While exceedingly hard at times, I thought they were always fair. The final boss, the Queen Metroid, is possibly one of the hardest fights in Metroid but I was so engaged in the process of beating her that I exclaimed with joy when I finally blew the bitch apart. I died over and over and over, but it was only because my skill as a player needed work. In general, I did die a fair bit in AM2R, but there were always refills and save points nearby so I didn't mind so much. Perhaps a checkpoint right before the final boss would've been appreciated but, otherwise, those checkpoints made getting game-overs less frustrating.

Probably one of my favorite things about AM2R is the lore and the way it explores its story. Even if it is non-cannon, what's presented here is deeply fascinating. The logs that Samus finds throughout the world all contain something worth reading—information that gives you a greater understanding of SR388. Metroid II presented a barren wilderness in its world, one with only remnants of cryptic ruins. In truth, much of the original SR388 feels undercooked despite being more ambitious than the first game's Zebes. Here in AM2R, we learn more of SR388's dark and tattered past. There's more rhyme and reason as to why these ruins even exist. The Federation also has more of a role in the game, even if the results are predictable. Sometimes you find logs that detail what this planet is like to someone that isn't an unstoppable freak of nature. While Samus can plow through this planet, destroying all the Metroids along the way, what of the Federation's teams that explore the world first? Well, now we see it both first hand and through those logs. The best part? None of it is required for those who don't want to read it. I personally always like reading about the world I'm exploring, but not everyone wants to take the time to do so. On top of that, the logs don't automatically pop up and, instead, you decide when you want to open up your logbook to read your new entries. It's nonintrusive to those who don't want to be bothered yet compelling to those who want to know more about this world. Frankly, this might be the best handling of story and lore in the franchise, even more so than Fusion or Prime.

Overall, this game is incredible. In some ways, I think it's the best Metroid game and that's beyond impressive for a fanmade game based on a series that is, on average, incredible. Everything it accomplishes within the framework of Metroid II—one of the lesser titles—is outstanding. It feels fantastic to play, the menu/map/logs are super useful, the lore is compelling, and the world is beautifully dark. This is, without a doubt, one of the best games out there.

*This review was originally written as a note for my Metroid: Best to Worst list.

So much love put into this that really shows. Its gorgeous, has great gameplay updates, and chooses to stay true to the original in all the right ways (even if certain changes would technically make the game better, it would make it less of a remake).

My fun October tradition of playing a game and then immediately playing its remake continues to be a great activity, would recommend.

nintendo wishes they could make a game this good

this score isn't higher mostly because of the source material it's based on - Metroid 2 is highly linear and a bit repetitive, especially in the boss battles. but DoctorM64 deserves a lot of credit for bring a lot of high quality production value, i.e. adopting the GBA art style for Metroid 2. and he did a great job of making the world more believable, assigning each area an actual function and purpose. it leads to a very creative reimagining of SR388.

A fantastic game made by a developer who clearly understands Metroid. It's a little held back by the repetitive structure of Metroid II, more so than Samus Returns if you ask me, but does everything that I love about the series otherwise. Splendid atmosphere, fluid controls, wonderful music, and minimal guidance traversing the depths of SR388.

One of the Metroid 2 remakes of all time

All told there are probably less than 6 Game Boy or Game Boy Color games I would consider playing today as someone who never owned one, and frankly Metroid 2 is not one of them. As such, I can't speak to the degree of credit respectively due to the original Nintendo team and the AM2R team. Regardless, this is an excellent Metroid game: well-paced in terms of difficulty and upgrades, balanced in its music and art to support varying tones and moods, and deeply satisfying in its conclusion. Creates a similar effect to Zero Mission of consistently conveying where to explore next without feeling as hand-holding through the Metroid counter and the receding lava bottlenecks being easily identifiable on the map (complete with markers, which helps a lot).

Where I feel it lacks most is the extent to which certain early upgrades are made borderline obsolete when a new one comes along, cumulatively making your ostensibly huge toolkit feel like one hammer. The spider ball felt revolutionary and I loved the relatively slow creep as I scaled caverns and plumbed tunnels, until the space jump swiped all its utility and added speed. More convenient to be sure, but less interesting. This is by no means a flaw unique to AM2R: both Zero Mission and Super's endgame movesets are (imo) so overpowered that it removes most of the friction from navigation (friction I sincerely love) and yields bosses that tend towards bullet-spongey tedium (I think Prime 1 and 3 avoid this by and large). Despite this I think this may be my favourite of the first three games, balancing the strengths of both Zero Mission and Super while minimizing their flaws. Will be moving on to Fusion to ensure I'm done before October, but if I have the time I may give Super another go now that I feel like I'd understand it better.

This review contains spoilers

AM2R Review
By: Mayor of Smashville

Introduction: As a fan of Metroidvanias, but never got into Metroid itself, it took a recommendation from a friend to get me to try this game. I had played Super Metroid before this, but the more floaty controls and confusing level design comparatively to the Castlevania Igavania’s had left me with a sort of middling adventure I was not really a fan of. However, AM2R shocked me with not only being a fangame, but being a Metroid game that I absolutely fell in love with.

Story: While AM2R excels in many aspects, its narrative falls short of leaving a lasting impression. The central theme of the Metroids' genocide, integral to the series lore, is presented in a manner that lacks the nuanced storytelling found in other Metroid games, and certainly in comparison to something like Super Metroid/Fusion. The events appear somewhat detached, and the absence of significant narrative moments, such as a confrontation with Ridley or emotional build-up akin to encounters with Adam or the poignant loss of the Baby Metroid, contributes to the story feeling somewhat unremarkable. The logs, while providing entertaining reads, do little to address the perceived emptiness in the storytelling of Metroid II. Recognizing the challenge of introducing new elements without deviating from canon, it's evident that AM2R navigates this delicate balance. The standout narrative moment lies in the poignant stroll back to the ship towards the game's conclusion, accompanied by calming music and the Baby Metroid facilitating the journey—a touching yet insufficient compensation for the overall narrative shortcomings.

Gameplay: The core gameplay loop of AM2R is the exploration of areas on SR-388 in the hunt to exterminate the Metroids once and for all. Everytime Metroids of an area is destroyed, the lava blocking the next area vanishes, leading to Samus climbing deeper into the planet. In the pursuit of that goal, Samus gains new weapons/armor/items/mobility until the end of the game, where she is then ready to destroy the Metroid Queen and end the potential threat that their existence poses.

- Controls -
AM2R's controls like a complete dream, so incredible that it makes them hands down the best take on the Metroidvania control scheme that I have seen in the series thus far. Wall jumps feel like a breeze, way more intuitive than in Super Metroid. You can easily chain 8-10 Wall Jumps in places like Area 2, and it's so satisfying.

Mastering Shine Spark puzzles is a joy. The learning curve isn't as tough as it looks, and pulling off crazy skips or tackling the big Shine Spark puzzle at the end of A1 might seem awkward at first. But after a playthrough, it feels as natural as slipping on a glove.

The Morphing Ball is a game-changer – a press of a button, and you're rolling fast. It adds a flashy touch to movement, even in simple hallways.

One cool thing is the customization in AM2R's settings. No matter how you like your Metroid controls, the game lets you set it up just the way you want. It's all about making the player comfortable with their preferred controller scheme.

Not to mention the flow of Samus’s movement with how the environments are designed around her just make SR-388 a perfect stomping ground for one of my favorite controlling characters in all of gaming.

- Level Design -
The level design in AM2R is a bit different from other Metroidvania’s I have played, by being mostly linear, with the game not really allowing that much in the way of sequence breaks. Yes, there’s a couple, such as the Power Bomb skip that exists in the area from A4 to A5, but they don’t feel as game changing as those that exist in other games in the series like Super Metroid, or even in it’s genre comparables like in Dawn of Sorrow or Symphony of the Night.

The game isn’t really set up in that fashion since you always have to kill all of the Metroids no matter what. Making it so that you basically have to comb each area in the first place.

That’s not too bad however since the areas in AM2R are usually fun playgrounds to test Samus’s movement, but it still would have been fun to be able to get Super Missiles early in order to get past that unfun mini game in Area 3, or to be able to flush Metroids to go towards an area in order to not have to go through many empty sections that just have a Metroid in it.




- Level Design -
The Level design present in AM2R

Graphics: The graphical presentation in AM2R is a testament to detailed craftsmanship. Although its art style falls short of replicating the atmospheric immersion found in Super Metroid, it leverages a vibrant palette to enhance visibility, allowing enemies and Samus to distinctly stand out against the backdrop. The implementation of widescreen and a more pulled-back view contributes to an improved moment-to-moment gameplay experience, though it deviates from the claustrophobic ambiance typical of the series. Delving into Fusion-inspired environmental elements, AM2R meticulously constructs a visually captivating rendition of SR-388, remaining faithful to Fusion's art style. While not achieving the same atmospheric impact as Super Metroid, AM2R's graphics captivate with highly detailed sprites, maintaining fidelity to the canonical representation from Fusion.

Sound: The sound in this game is truly breathtaking. From the fanfare sound effects, to the tracks, to even the enemies sounds and cries, the OST and sound design in this game is sublime.

Some of my Favorite Tracks:

Initial Descent - https://youtu.be/B5V-DAbIdAY?si=BD5cYm3PCVy49exL

Genetics Labratory- https://youtu.be/PuwHJribGsY?si=uy5qkAHhYTdZkb_n

The Tower (Relaunch) - https://youtu.be/YM5AYLsChxY?si=hp9fOtakgGaslKhd

Ancient Power - https://youtu.be/QbrNtJZ7IFc?si=p7ilDx34aYoPjYvT

Sound effects are also pretty crunchy and sound very satisfying hitting weak points on enemies, especially metallic enemies. The game also thankfully does not have the long jingles everytime you pick up a power up, which was something that I had absolutely hated during my playthrough of Super Metroid.

Overall, I would say I thoroughly enjoyed the sound design and OST in AM2R.

Replayability: Even though I am not usually a fan of the Metroid series (at this point in time), one of the things I absolutely love is it’s sense of replayability. Having the time constraint there for Best Ending, the multiple paths for shine sparks once you learn them, and the different difficulty modes each provide something new to do on each playthrough until you invoke mastery of the games mechanics.

When I had played through Normal mode, I had thought the game was a bit too easy, and a lot of bosses just became Missile dumps. That is however, until I played Fusion mode where the game’s difficulty took off. Bosses that used to be simple Missile spam had actually required me to learn the patterns, and I realized how absolutely fun a lot of the bosses in this game actually was. From Tester, to the Torizo, to the Statue boss in Area 1, it made me master this game before I could beat it on all modes and scenarios.

At the time of this review, I have played AM2R around 8 different times, trying to get 100% under 2 hours consistently. After my third playthrough, I was able to get it down under 2 hours, but getting it down consistently was my true test of challenge. Now that I am able to get under 1:50:00 with 100% in Normal Mode consistently, my next goal is to get 100% with Hard and Fusion in under 2 hours.

This game truly has great replayability and I know for a fact that this game has still around 20 more playthroughs waiting for me. I cannot even imagine the joys of speedrunning that some people would get from this game.

Conclusion:

Score: 8.5/10

Finally finished the game in fusion mode but only with 95% of the map cleared. I should really do Random Game Plus sometime considering the amount of times I've played this.

Even though this is a fan game, this game easily stands toe to toe with the best games in the series and I'd recommend it to every Metroid fa..

KNOCKKNOCKKNOCK NBI OPEN UP

OH FU...

They really made a game that not only beat out the original but also a remake made by Nintendo

An honest to goodness masterpiece in my opinion. Takes the Zero Mission approach of a remake, and goes sprinting off into the distance with it. One of the few games I've 100%'d without even trying to. The constant stream of both little and big upgrades kept the dopamine train going.

RP2S

Every time this is played, a Nintendo Ninja dies
therefore, everyone should play this game

AM2R is an absolutely astonishing fan work, a magnificently ambitious project that was cut down before it could really get the recognition it deserves for that.

But it is still a fan work.

Ultimately it's not a surprise AM2R was culled. Nintendo are notorious for litigising against fan works, and AM2R was released mid-development of Samus Returns, a similar project from Mercury Steam. As such, it's impossible to view AM2R without also considering Samus Returns, and comparing and contrast the two.

First off: the good. This is pure Metroid, in the imprint of Super Metroid. All the traditional upgrades are here, a massively expanded set compared to the gameboy original, and apart from having a few more buttons on the controller, this feels exactly like a SNES version of Metroid 2.
The exploration is maybe the best in any Metroid - the world gradually opens up more and more as you kill more metroids, but your progression will always be in the area you've most recently uncovered - there's no "backtracking" as such other than for upgrades, which IMO is how Metroid should be. Fusion worked simialrly, but its areas were smaller and more linear - AM2R on the other hand opens up each individual area for exploration, allowing you to discover the metroids you're hunting at your own pace.

Unfortuantely, in light of Samus Returns, AM2R sticking so heavily to its SNES roots are part of its downfall. Samus Returns is widely considered quite easy, and that's not untrue, but part of that is that it's interested in bringing a modern control scheme to Metroid. 360 aiming while you're static makes the game so much more enjoyable - fighting metroids is constantly entertaining, while in AM2R it's often just frustrating. Across all the different forms, the metroids have tiny vulnerability hitboxes, and the angles of attack (90/45/180 degrees) rarely line up with those hitboxes - so quite often you have to put yourself deep in harms way to even get a hit. Early on, before you've grabbed an energy tank upgrade, this is maddenning - I had a fight with one particular metroid that I died to maybe 5 times before getting it.

In addition to archaic controls, the difficulty curve is absolutely all over the place. As mentioned, early doors you're likely to have problems with a standard metroid, and the other bosses may put upa bit of a fight. Late on, Zeta metroids are a complete nightmare, with even smaller hitboxes than the previous forms you've battered, and extremely dangerous attacks even against the most resilient armour upgrades. Other bosses, meanwhile, are a complete pushover, barely lasting a minute before your superpowered beam puts them in the ground.

I'm sure these issues would have been ironed out eventually, but Nintendo put paid to that, and that's the biggest crime here. AM2R has genuine potential to be my favourite Metroid game, but a difficulty curve like a heart rate monitor and controls that for better and worse are straight out of 1994, right now it's slap bang in the middle. I only wish Nintendo would see out of their insular little hole and start doing what Sega do - hiring the fans who love what they make, and putting them to work on something truly special. SOnic Mania was by fans, for fans, and with the right guidance, Nintendo could do the same. Alas.

God bless Milton and his team for I'm of two different minds about this game. While I haven't played the original Metroid 2 I can tell this is an excellent remake of it. The problem is, Metroid 2 fuckin sucks. They very successfully polished a turd here and I'm glad Milton has moved on to bigger and better things.


I can't believe that possibly my favorite 2D Metroid game is a fanmade one. The amount of detail and love poured into this game is incredible. I finished with a 61% item obtain rate.

wish this thing got to have at least one or two more patches to fine tune the endgame, it's a better remake than samus returns imo

This game is really good aside from a few vexing boss fights.

my biggest gripe is that, after played Samus Returns and Dread, the aiming here is less than ideal. however, this is one of the best Metroid experiences out there and i strongly recommend you play it