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

Reviewed on Dec 13, 2023


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