Of the big 3 Nintendo IPs, along with Zelda and Mario, I've always found Metroid the least interesting. The games aren't bad, I just think they're less strong comparably when it comes to platforming and combat. This observation isn't addressed here in the third game in the series.

It might seem strange to make that claim when you see the scenario variety, but the complexity of the platforming peaks early on when you don't have any upgrades. The later scenarios, like running through a room with a speed booster or using the grappling hook, are just employments of an upgrade. Nothing mechanically interesting is happening. Same with weapons, you just get stronger pew-pews.

What the game actually does well is its map, and, in this way, it's probably the strongest game in the entire series. The genre this game falls in is described pretty firmly as being about constant backtracking to put new upgrades to use. I'd argue Super Metroid is a linear game cleverly disguised as one with exploration. The path forward doesn't stop. The end of each area dumps at the start of the next. It's an ingenious map, and you can rest assured that even if you don't know exactly where to go at the end of an area you are still in the starting point of the next one. Exploration tends to be short detours for a small optional upgrade instead of a means to progression.

It's not the best jump-and-shoot game, but it is a great one. 4/5

Reviewed on Mar 28, 2024


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