Their take on Metroid II leans heavily toward action, but still incorporates plenty of the complex traversal puzzles that the series is known for. While it has plenty in common with its source material, MercurySteam clearly has their own vision for this remake: one that borrows heavily from Super Metroid. It also puts even more emphasis on combat, with far more elaborate enemy encounters and boss battles. You're still hunting Metroids, but you have many more abilities, and the areas are much, much bigger. Unfortunately given what a hot commodity Metroid's amiibos have become, I doubt this practice will go away any time soon.ĭeveloped by MercurySteam (Castlevania: Lords of Shadow), the game that results is generally faithful to Metroid's basic structure, but also takes a number creative liberties. While Nintendo understandably wants to sell toys, its frustrating to see such an enticing mode tied to what is currently a very expensive figure.Īs much as I like Metroid: Samus Returns, Nintendo definitely deserves criticism on this front. At the moment, you can only find them on the secondary market, where they're selling for around $50-a steep price to pay for a new mode and a couple figures. Naturally, the figures you need are already difficult to find. Samus Returns includes a Hard Mode and a gallery that can be accessed without the figures but to get into Fusion Mode-an even harder version of Hard Mode-you need the accompanying amiibo. Like every other Nintendo game now, Metroid: Samus Returns locks content behind a handful of exclusive amiibo figures, effectively making it physical DLC. But popular interest has led to not one but two remakes of Metroid II, the second of which represents Nintendo's official stab at adapting it for the modern era. Exploration was still important in Metroid II, but combat was even more at the forefront than usual.Īs with many other 8-bit sequels, Metroid II's differences made it a bit of an oddball in its series, seemingly dooming it to the status of also-ran in discussions of Metroid's legacy. It also had a rather different objective from its siblings: Kill Metroids. Unlike its predecessor and sequels, Metroid II was deliberately constrained, forcing you to clear each level before you were allowed to advance. There was no denying that it was a flawed work, but its sense of creeping horror also made it an underappreciated gem on the Game Boy. Dark and atmospheric, with memorable monster designs and a great soundtrack, it left a definite impression on me. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247.
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