Metroid Fusion Mini Review
Written by Administrator Friday, 05 February 2010 19:35

Matt from Game Point here. Let me start by saying this: Metroid games are hard. Like, really hard. And they aren’t hard like Ninja Gaiden or Demon’s Souls is hard. Here is the typical situation in a Metroid game. “Okay. I’ve defeated Ripley again and got this cool power-up. Now onto…Time to…hmm.” And that’s it. That’s all you can do. You are given no hint as to where to go next, let alone why you’re going ANYWHERE. And there lies the magic of Metroid. It’s really one of the first true exploration games. Before games like Grand Theft Auto, people had Metroid.
Now I’ve said all of that, because today, we’re talking about Metroid Fusion for the Game Boy Advance. Metroid Fusion, contrary to all of its predecessors, is not that hard of a game. Sure, some of the bosses can be pretty tricky, and there are parts where you will get a little stuck. But in Metroid Fusion, you actually know where you’re supposed to go, as opposed to EVERY OTHER GAME IN THE SERIES. Each leg of the game starts with this computer just ordering Samus around. However, what this does for the game is it makes the story much more engaging. Rather than aimlessly wandering around some nameless planet, we have, for the first time, a real story in a Metroid game, with character development, and plot twists, and aspects (other than gameplay) that make an active effort to engage the player.
So, here’s the rundown: Despite Metroid Fusion being much easier than other Metroids, it still plays to all of the other rules of the series. The power ups are all interesting and useful. You understand why you are getting them, and why you don’t have others in the beginning, all thanks to the story and dialogue. The gameplay is incredibly solid and refuses to disappoint at any section of the game. It should take you anywhere from 2-8 hours to complete, which for a handheld side-scroller, is decent. And, in true Metroid form, you won’t be able to collect everything on your first run, which gives the diehards a reason to keep playing even after you’ve beaten it, or just restart from the beginning.
But now, I have one other thing to say. Space Jumping/Screw Attack. For the love of God, Space Jumping/Screw Attack. This power-up, received a little after half-way through the game, is so flawed and clunky to use, I had to bring it up. There is no way any human being can use this move in the way it was intended to be used. Every time I attempted this move, Samus either was sent flailing into a wall, or barely even made it off of the ground to begin with. Luckily enough, mastering this skill is, in no way, necessary, but it will cause you some minor complications in later boss fights.
So, now on to the report card:
The Pros
Great, traditional Metroid gameplay
Engaging story keeps you from ever getting bored.
Interesting and varying boss fights.
Unique level design
Plenty of tricky spots to leave you guessing (or asking your friend, the internet)
The Cons
Short, with limited re-playability
Space Jumping/Screw Attacks.
Matt gives Metroid Fusion a score of 8/10.
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