As a staunch advocate for the original Metroid 2, I was expecting to hate MercurySteam's 2.5D remake—and maybe I still will!—but for now I am very pleasantly surprised. The melee counter, at least so far, exists less as a means to insert unwelcome stylistic flair and more as a logical solve for the discomfort of playing with the unwieldy analog mini-stick offered by the 3DS. Careful aiming feels like so much work that it's a relief to instead be able to anticipate the enemy's attack, time your counter, and auto-aim it to death. Similarly, the Aeion scan function, which is given to Samus before she even sees the game's first metroid, anticipates the player's desire to test every rock wall on the planet. It doesn't so much take the fun out of secret hunting as it provides a much less exhausting alternative method.
I have to explain: I've spent very little time ever actually playing 3DS games despite owning an XL for years. So from the very start I kept marveling at the 3D. The art slides accompanying the intro story are layered for the effect, and somehow they seem to have more detail than should be possible at the screen's resolution. When I actually started playing, I was surprised by how good the backgrounds look! I generally have a preference for pixel art over polygons, so I'm averse to 2.5D visuals because, broadly, they use polygons within a play perspective that is instead obviously well suited to sprites and tiles, in my opinion. I often feel that 2.5D games look cheaper and uglier than they would have with 2D pixel art. But Samus Returns is actually pulling it off! The diversity and layout of visual elements largely make environments feel believable and organic rather than stiff and plastic. I'm really taking my time as I play because I'm looking at both foreground and background and watching how rooms flow together to define the space. I enjoy the way caverns and ruins blend into each other, and it's remarkable to see how much an open or confined background develops the character of the area that you actually move through.
Some assorted observations:
It's a smart touch to have the Surface theme kick in only after Samus comes across the Aeion scan pulse. I appreciate the quiet of your first minutes on SR388, and when the music does pick up right after finding this exploration tool it's like kicking off the rust and stretching after a warm-up. Time to go to work.
In the temples of Area 1, the music does a good job of incorporating the tinkling little organic machine sounds from "Caverns 1" into a new ambient piece. It's not nearly as boldly willing to embrace uncomfortable silence as Return of Samus was (I suspect this will be my refrain for the remake overall), but that's okay; I am open to a different approach as long as the original isn't erased (the other half of my refrain).
There's this sexy lens flare when a charge beam shot fully powers up; that's a fun effect at the 3DS's low resolution.
I really like the click sound for when Samus unrolls from her morph ball form to a crouch. The ball's movement has a good sense of weight, too, and a heavy clang when it drops from a ledge and lands on a lower level. Doors also make a good sound when shot and activated, and I like how they light up—and how they struggle to, in the case of the charge beam doors.
Speaking of doors, I was excited the first time I opened one and it broke and stayed open. I love when familiar elements of a game world are subverted and made unique, like the save point in Super Metroid's Wrecked Ship that doesn't work because Phantoon is sucking up all the power or like the item-bearing Chozo statue buried under a collapsed wall in this game. Unfortunately, I quickly realized that this broken door is a 'type' rather than a unique event. It's just the other side of the doors that can't be opened; they can only be opened one way at first but then stay open. That's fine, but it's not as cool as the one-off I initially took it for.
Another thing about doors: I think I've come across three different kinds of organisms attached to them and preventing my access until I find various power-ups, and it seems a bit lazy to extract so many instances of progress gating from the same idea. It also damages the believability of the concept when you see so many different creatures sucking on doors. One is fine, but three wildly different species doing it just feels like Game Design™.
Right now, the only thing that's bothering me all that much is those Chozo seals draining the purple liquid after receiving enough metroid DNA. Why would anyone build a mechanism with such a bizarre requirement? Insert x many dead animals to redirect this poison river... It's utterly bizarre and draws attention to the 'gaminess' of the overall progression structure. I was perfectly fine with the original's earthquakes! There, the player understands the causal link between killing all of the metroids in an area and the liquid draining as a matter of programming, but the game left it canonically as coincidence—because establishing a connection between those two wildly unrelated things is bound to seem silly! But maybe this odd conceit in Samus Returns will be explained later as part of a warrior training ground or something.
I've only played through the Surface region and Area 1, but so far I'm having a great time and feeling optimistic about what lies ahead. The most vital points of comparison to the original will come towards the end, so, now that I can see that the foundation is solid, I can relax and just enjoy for quite a while. Above all else, it's just wonderful to be playing a Metroid game—and this does feel like a Metroid game. The world is mysterious and hostile, ability gates funnel you through neat loops of level design, and Samus is alone but confident and capable. It's more 'gamey' than the original, but that's okay. The elements I had been dreading—the 2.5D polygonal art, the melee counter, the scan pulse—are turning out to be well executed and appropriate for the platform. I feel like an idiot for waiting so long to play Samus Returns... but, on the other hand, I'm in for a glorious double feature with Metroid 5 already waiting in my Switch's cartridge slot.