This is one of those games I had on my backlog for a long time despite starting multiple times, like Ocarina of Time. Remaster releasing finally got me to boot up my Wii to play it with the Trilogy copy I had since day one.

It is a Metroid through and through, though perhaps more on the adventure side than even the 2D counterparts. The different visors are really the key here; different kind of weaponry being different keys was already a well-trodden concept before this, but visors are more than just keys, they are different way of looking at the world. In a way, this mechanic is perhaps even more significant of addition than the third axis of dimensions they added with Metroid Prime--it's not just shooting and jumping to explore further, it's now shooting, jumping AND seeing. It's perhaps a necessary addition in place of toned down platforming, but it works well with other mechanics to be considered the core pillar of this new breed of Metroid games. It's interesting to remember that when they were making Metroid in first person, the biggest thing Nintendo's producers focused on was the visors and not the first person shooting, and the resulting game came out exactly like that.

There are smaller minor gripes I have though. First, the beam change system. I don't mind the beam change system it self, but because the game forces the player to change the beams mid-battle, the animation delays become difficult to take, especially since the area that starts to force players are also a known difficulty spike in terms of combat. This adds a layer of puzzle to combat design, which isn't bad, but also gets tiring when the same enemies respawn constantly whenever you are backtracking. Also, because the beam properties don't stack, the damage output for each beam stays the same, meaning certain enemies are much harder and more frustrating to deal with not because of their own attacks, but because of how the game forces the player to use bad weapons against them. Ice Beam is particularly disappointing, since its slow projectile speed makes it almost useless against fast-moving enemies.

Grapple is another underbaked issue. I guess it falls into the larger problem of lock-ons sometimes not working as intended, but it's particularly worse with grapple since you have to consider the momentum when you are releasing and re-targeting another grapple points. This makes some grapple points very frustrating, and not being able to jump after releasing the grapple also makes it much more difficult than it should be.

Lastly, the artifacts. I like that they exist. It is fun to look at their hints to solve the puzzle to obtain them. The problem is, they are often far outside the natural progression, forcing the backtracking that feels more tedious than rewarding. You don't get more items or weapons that make you feel powerful, or unlock new areas to explore. Instead, artifacts are just required to finish the game (which the game does not do a clear job of conveying), without giving you anything else. They do feel tacked on more than anything, and I feel like they were added to lengthen the playtime more than anything. It would probably have been good collectibles that maybe unlock a secret ending, but making them a requirement did more harm than good, in the larger picture.

Then there are other minor nitpicks such as morph ball controls being a bit too slippery, bosses being far too cycle-based and having too much health, or having a slightly worse pacing than more recent games in the series, but they are understandable considering the age--and for the latter case, since it's a matter of preference. In the end, I must say, this is still a top, top quality Metroid experience that is still as fun and entertaining compared to more recent action adventures regardless of its age.

Reviewed on Feb 21, 2023


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