Reviews from

in the past


Metroid 2, But Buffed to the Max.

That's where things starting to get Interesting.

I haven't played the original one nor the 3ds one, so It's hard for me to judge fairly of this game on it's own. But if I passed that and look at it with my own feelings I would say you will find a valuable journey here that still worth experiencing.

If I summarize shortly of this game's background story of it is... It's a fan remake of metroid 2 and just like Metroid Zero Mission, aims to remake the game with super and fusion's powers included inside.

And it does this better than Zero Mission ten fold.... Mostly.

Before getting into why of that, I want to explain why I choose to play this one rather than og or the 3ds one. That's because it looked the most captivating to me compared to the others. I have a thing for beatiful pixel art and this game just gives you more and more setpieces.

I can't give my general thoughts at other remake or the og but I can say this, sometimes doing a big game on the underpowered and black and white console with ending up looking incomprehensible(at least to me) or having the same game on a more powered but a bland cliche 3d art direction(for me) was enough to getting put off playing it and choose to go on the 3rd party different fan solution. Tbh I had a nice experience so I don't have any sadness choosing this route. But I wouldn't be against to anyone prefering other routes.

Back to the topic on hand, why I said I had more fun time than Zero Mission? That's because this game uses it's power ups and tools to the Max. You have to:
Be careful, Be agile, Be observant.

Because your journey is even more dangerous even more complicated than ever before, be it strong bosses (that can kill you in 5 seconds), be it traps, be it special moments deep in the metroid areas/zones.

While making the adventure more dangerous was enough to make it enjoyable, this game also have one thing more. Setpiece moments that intertwined with the zones itself to pull you into it's atmosphere more.

Without getting into details, imagine that there is a zone that you need to use power cells to start ancient powered special robots, imagine that there is a zone with a nuke ready to explode in it or even a place that your powers does not work or even more and more.

While this setpieces itself isn't something super unique, what makes them great is making the metroid zones like earth, ice, fire feel even more unique and manages to give you their atmosphere to you ten fold with it and greatly pull you into it's atmosphere.

So, because of that I had lots of fun with the journey, It was enough to make awesome. It really felt like a "Adventure". But unfortunately I had some gripes with the game, I assume most of the faults I will say here comes with the premise of original but I find them a little bit dissappointing nonetheless.

This game's premise is, obliterating Metroids. ALL OF THEM. While it's premise does not look bad, there is one caveat to this. You are required to kill all of Metroids in an area to be able to move forward because killing Metroids somehow destroy the lava that stops you from going to the next area. Because of this, everytime you find the necessary power up to move forward feels a bit less satisfactory when you know in the end of the day, you have to find Metroids to kill and "then" you can move on. Also killing all those Metroids however different variations there are, still becomes kinda monotonous and boring at the end.

Also this gatekeeping kinda results with game to end up a bit linear and less Metroidvania. It's not as bad as the situation of the Fusion but it still kinda is. You can choose to tackle which order of Metroid to get of course, but still... Every area/zone isn't, with getting seperated with the main cave road with lava seperating it from your area. So only way to go forward is, you descend to next area kill metroids, go to the main cave and descend again to the next area...

Also when I say descend, you really "descend". So, going back to previous zone requires you to use same way to "ascend". There is no shorcuts to go between areas like Super or even the original one. It's not required for main game and you can negate this a little bit with a teleport room you find in the end of the game but I got full completion in this game so I can say this, it's really not fun when you want to "complete" with going all the way to back.

But while I didn't find it a great metroidvania, I find it a great Adventure so I still left with lots of enjoyment. Also it's good balance of power and difficulty made it more rememberable as a result. Maybe it's not that great when it comes to exploration as much as Super. But when it comes to Surprise, That's what you will find tons of here with lots of engaging moments.

A neat little fan game that holds out with Nintendo’s own 16 bit outings. Revamps Metroid 2 with Zero Mission mechanics, reinvigorating the personality Metroid 2 lacked.

Side note to the site: the PS Vita version is unable to be finished I think, unless the speed boost crash was fixed. I may be wrong though.

This game perfectly polished up Metroid 2 to the standards of modern gaming

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

Much better than Samus Returns for 3DS.

AM2R was one of the first incredibly impressive fan projects to come out of a Nintendo property. Because of that, it was one of the first to get absolutely shredded into oblivion by C&D orders. It's only because of that happening that I ever heard of it to begin with. AM2R builds tension better than some of the actual games. The planet is more lively than that of Samus Returns, and it helps them stand apart as two different but equal experiences. All Metroid 2 really needed was Zero Mission controls and this did that and so much more.