Samus is back, baby, and she’s looking better than ever.
The galaxy’s favorite bounty hunter returns to the 2D space after 13 years in Metroid: Samus Returns for the 3DS, a re-imagining of 1991’s Metroid II: Return of Samus for the Game Boy. I had a chance to play the upcoming Metroid game Monday and it’s shaping up to be the perfect blend of classic 2D Metroid gameplay and modern Metroid aesthetic with a couple new twists to set it apart in the Metroid series.
Samus Returns begins with a short but beautifully illustrated recap of the events of the original Metroid game, and then Samus emerges from her ship ready to run, jump, and shoot her way through the alien planet’s Metroid population with a couple new tools under her belt.
To augment the classic run-and-gun combat of 2D Metroid games over the past 30 years, Samus can now stop and aim her weapon more precisely with the press of a button, clearing platforms with a bit more ease and getting better angles on bosses.
On top of that is the melee counter, a new key mechanic that gives Samus an up-close attack option for the first time (outside of Super Smash Bros., of course). When enemies charge at Samus, she can swipe them back and momentarily stun them to land a barrage of plasma or missiles on them.
These two mechanics slow down the pace of the game slightly, adding in natural pauses for more tactical combat, but are (mostly) optional if you prefer to speed your way through the winding tunnels of the alien planet.
Despite the added mechanics, the game doesn’t feel bogged down by too many things. It only took about 15 minutes until I felt completely comfortable with the new mechanics (and getting acquainted with 2D Metroid in general). I was rushing through rooms and clearing out early enemies with ease in no time.
The first boss (and first Metroid) I encountered utilized the counter mechanic, adding an additional layer to a fight that otherwise would have just included dodging its electric bombs and shooting up at it.
As I worked my way through the beginning of the game, there was an overwhelming feeling of satisfaction. It was how the game controlled — like its deservedly iconic 2D predecessors — but also how Samus Returns built out that inescapable modern Metroid feeling established primarily by the Metroid Prime series.
Each area had a visual depth that brought life to the game, whether it was turning an otherwise flat area into an expansive cave or adding ancient Chozo architecture to hint at the planet’s history, Samus Returns felt like it fit in the Metroid universe. Plus there was the unmistakably moody and Metroid-y music.
If any game needed this treatment, it was Metroid II, which was severely limited by the Game Boy’s black and white output. The huge jump from then to now makes it feel like a totally new game but with enough familiarity that it isn’t jarring.
If you want to check out the gameplay for yourself, Nintendo ran through some of Metroid: Samus Returns at E3 earlier this month, showing off about a half hour of gameplay and going a bit deeper into the game than I was allowed:
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