Before playing Zero Mission I was fairly unreceptive towards Metroid in general, having built up a pre-conceived notion that I just wouldn't like these games based on my experiences with the GBA Castlevanias. Obviously these are two different franchises handled by two very different companies, and it's foolish on my part to write one off based on the other, but I really had convinced myself that search-action games just weren't for me.

Metroid: Zero Mission thankfully proved me wrong and opened me up to a genre that I've since come to enjoy quite a bit. It might also help that I played this directly after the abysmal NES Metroid, which this game is a direct remake of, and boy did it ever need it.

Areas and story beats from the original game are expanded, and detailed sprite art allows each location to feel far more distinct than in the NES original. Naturally, a better mapping system, new abilities, and updated controls makes navigating Zebes far easier than it was in 1986, and an overall less obtuse design philosophy means you'll be spending far less time meticulously bombing individual tiles for health and missile upgrades. Though Zero Mission is better about telegraphing where to go, the game maintains just enough mystery that finding secrets feels earned, and the layout of Zebes itself is littered with points of interest to pique your curiosity.

It helps too that Samus controls better here than she has in any other Metroid game I've played sans Dread. Even Super Metroid, the perennial favorite that it is, has a certain weight to Samus that can make some jumps feel a bit awkward, whereas every movement in Zero Mission feels completely under your control. Any issues I've had with lining up shots or chaining abilities together simply isn't present here barring a couple very tricky areas that are only reachable with specific timing and perfect execution.

An additional area opens up after you beat what would be Metroid's main campaign, and it's... fine. I actually think it might be my least favorite part of the game, as having to sneak around Space Pirates grinds the momentum built up during the climax on planet Zebes to a halt. It feels very tacked on, almost like a DLC mission in how it fails to gel with the rest of the game. Suddenly finding out there's MORE METROID was probably a bonus for some fans of the series, but I was ready for the game to be over after Mother Brain.

It may not be my favorite Metroid game (I think Super's superb sprite work and atmosphere win me over in the end), but it's an excellent example of a remake that sticks the landing so well it becomes the defacto version of the game for me. I don't care if I ever go back to 1986's Metroid, but writing this review does make me think I should pick up Zero Mission again.

Reviewed on Jun 14, 2022


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