In addition to having a problem with the Norfair music, I'm noticing more and more that the superheated rooms seem incongruous with their surroundings. It feels like they are just there at random as an easy way to create a little more visual/thematic diversity. Certainly they aren't contributing anything just by being superheated; it's been a long time since I've found the Varia suit.
In Area 4, I'm still enjoying the gamma metroid encounters that require you to give chase. It would be frustrating if they all did it, but they don't; and they don't do it in the same way, either. Sometimes, instead of having to follow the metroid from room to room, you have to find a smaller chamber where it's hiding and drive it out into the arena to fight.
I don't think I've mentioned anywhere yet: several enemy types have simple reskins that are just a little bit tougher but pretty much behave the same. That's always disappointing to see in any game.
I have to say, for good or ill, this game feels quite long by typical Metroid standards. I seem to be about halfway through it, judging by the metroid counter, and at times the level design can be a slog. It's like the game doesn't have enough ideas to flesh out the space needed to house the number of metroids you have to hunt. It's a bit flabby. Throughout Area 3, very little that was memorable happened. Other than the particulars of the gamma metroid fights, I woke up a huge mining robot that walked away from me, and that was it; everything else was bread-and-butter exploration and puzzle solving, and the enemies, puzzle elements, and environments are beginning to blur together. I think that the game's ideas are being stretched thin by the inclusion of just about every upgrade that has ever existed in a Metroid game, as well as the new Aeion abilities, each of whose presence requires the inclusion of puzzles through which the player can exercise those tools. These are pumped into the world's layout and cause its size to balloon considerably in comparison to the original Metroid 2. They also transform the overall experience of the game, replacing the empty openness of the original with a lot of overtly gamey and artificial design as you're constantly working to find stuff.
I'm thoroughly over the Aeion Scan ability at this point. It does kind of suck the fun out of exploring after all (and thus diminish what makes Metroid Metroid), but at the same time the game is kind of designed around it because there is often nothing to draw your attention to blocks that can be destroyed, either for progress or for secrets. Bombing every surface at random while having to use the circle pad for movement would be excruciating, especially when every enemy in the game is so aggressive, but bombable blocks aren't hinted at well enough (or often at all) to be found without either that or the scan.
For my taste, far too many optional upgrades (missile tanks and the like) that you come upon require you to return with later abilities or weapons. These often seem totally arbitrary, sealed behind a super missile block or similar. It's just not fun to be teased by so many of these and to know that you'll have to come back later. Such obvious locks and keys aren't recontextualization; they're just future errands that I'll have to run. That's a shallow form of engagement compared to giving the player things to discover along the way that are actually accessible. More cleverness and less gatekeeping. I want to say that other Metroid games have done better—and how, exactly—but I'd need to replay them with that question in mind as it's been quite some time since my last one.
What makes it feel bad to know you'll have to come back later to collect things in Samus Returns is the linear structure of the game. You never organically pass back through a place you’ve already been; you would only ever return somewhere on purpose using the teleporter system specifically to run errands and collect items you couldn’t before when you first discovered them because you clearly needed the gravity suit or the grapple beam. It’s not like in Super when you’d run back across the map to look for a new direction to strike out in and notice an opportunity to put a new tool to use along the way. Once you’re in Area 4 of Samus Returns, you have no reason to ever go back to Area 3–except that you saw a missile tank there. That’s so… basic. I recognize that this is Metroid 2's structure and therefore what MercurySteam had to work within, but maybe they should have recognized that a thorough collectathon wasn't well suited to it and had the boldness to depart from that expectation and embrace the linearity inherited from Return of Samus. It's not like they didn't have a precedent for this, as in the excellent Fusion! Pretty much every Metroid game has its own character and has shown a willingness to rearrange the tropes of the series to create a different kind of experience. Samus Returns is trying to cram Super Metroid's content into a Metroid 2-sized box.
Also, many of these collectibles are guarded by unnatural puzzles that have been placed alongside the level architecture rather than built into it. Grabbing one doesn't feel at all like you've made a discovery within the environment; it's more like playing a separate mini-game where you go off into a room that only exists to put a bunch of artificial labyrinthine elements between you and the item, and when you're done you leave that diversion behind and get back on track. It's very gamey and inorganic.
And it's all a bit relentless, too. My first impressions of the game's environments were positive, but more and more I'm feeling like there's no atmosphere in them. Every square foot of this world is filled with aggressive enemies and silly item puzzles. It doesn't leave you with any room to breathe, to think about where you are and what you're doing. There are no quiet, creepy moments here, and that's a serious problem if it's to be held up against the evocative sci-fi horror of Super, Fusion, Zero Mission, and the very game this is based on, Return of Samus. It's just... such a videogame. It's like playing through a Metroid theme park that doesn't really try very hard to convince you that it's a real place. So, while I said above that the Samus Returns is feeling conceptually flabby, as if it doesn't have enough ideas to fill out its form, at the same time its monotonous bloat is all too tightly packed—overly constrained. That's sort of the same problem observed from opposite ends, really: an excessively uniform experience, devoid of both excitement and suspense; tension and release.
One exception is the fun mining robot chase sequence in Area 4. The game really needs more surprising events like this to shake things up and stop you from feeling like you know what to expect all the time. I also like that Area 4 features two hazardous liquid seals (and sets of metroids) rather than the expected one, altering the format a touch.
Just before the chase, Samus comes upon a Chozo item statue that's been destroyed, its head knocked off and sitting beneath the busted floor. I say "Samus comes upon" because the discovery is conveyed in a cutscene, you see; a cutscene that consists of her walking through a door, stopping, and seeing the statue, so it's very much something that she encountered rather than an experience that I got to have. In Return of Samus, there is a destroyed Chozo statue like this. It is positioned at the very end of the game and allows the player to regain the ice beam just before confronting newly hatched metroids, which must be fought with the iconic ice beam + missile combo, rather than just missiles like the more developed types you spend most of the game hunting. Because the statue offers the weapon that exploits metroids' weakness, it makes sense for it to be aggressively disfigured. And, because it appears at a moment of foreboding quiet, in a place devoid of wildlife, where the metroids' lurking presence can be felt through the absence of other creatures, when the player knows they are approaching the game's final battle, the broken statue serves as a chilling warning. Most importantly, the statue's condition has this power to convey terror because the player finds it and sees it for themselves. It's presented just the same way as every other rock and brick in the game's world with no particular fanfare highlighting it. Obviously Metroid 2 was released at a time before cutscenes were really a thing at all, so it would be silly to give it too much credit for making a choice here that probably wasn't a choice at all, but I think it's important to highlight how the cutscene in Samus Returns diminishes the impact of the broken statue presaging the mining robot chase. Because control is taken away and the camera takes on cinematic movements as soon as the player enters the room, you are primed to see something unusual, so the broken statue is not much of a shock. When a game calls attention to its special moments with excessive underscoring, they stand apart from the normal game experience rather than being felt within the context of play. They are separated from the world and the narrative and so lose the opportunity to enrich them.
In Samus Returns, you can always tell when you’re about to fight a metroid. The arenas are rooms that exist only for that purpose, so when your metroid proximity warning is going crazy and you see a wide open, empty room, you just know that one is about to show up. But, in Return of Samus, they could startle you anywhere! In the middle of a corridor, underwater—anywhere. It gave the empty shells that indicated one somewhere close by the power to create a lot of tension. And sometimes you would find the shell after encountering the metroid; the game openly toying with you.
Area 5 reuses the Brinstar Underground theme from Super Metroid, which is again lazy, but it doesn't bother me nearly as much as the Norfair theme because 1) it is changed enough to have a different feel and 2) it's the consistent music for the area, so it's not a sudden music cue that's triggered every time you enter a watery room like the Norfair theme is with lava rooms.
I'm definitely still enjoying Samus Returns, but I think by now the bloom is off; it's no longer enough that I'm getting my Metroid fix, so I'm having more critical thoughts. Doesn't mean I'm not having fun, though!