Friday, March 17, 2006

Metroid Fusion

Metroid Fusion
Action - Gameboy Advance
Backup memory - 3 save slots
1 Player

I've heard the complaints of Metroid Fusion before going into it: Too linear, too short. But my favorite Metroid game is actually Metroid II, which is also linear and short. So I'm not bothered by it. In fact, it may have been those "complaints" that attracted me to Fusion in the first place. As the first Metroid game in a long while, Fusion has a lot to live up to.

Let it be said: Metroid Fusion is not a bad game. But as far as Metroids go, it's at the bottom.

It has a lot of the external qualities of Metroids: maze-like environments, lots of hidden items that encourage experimentation and exploration, classic weapons and abilities, energy tanks, missile tanks, endings that depend on speed-runs, etc. Everything feels very familiar, and the map is layed out quite cleverly.

But some of the additions to the engine do a lot more harm than good. For starters, the hand-holding is awful. There are a lot of "Navigation Stations" spread throughout. When you encounter one, the computer terminal gives you your next immediate goal. The problem is, not only do they give you the map of the entire area, they also limit your routes so that you can only go through with your objective. Both things kill the exploration that was so integral to previous Metroid games. Metroid II also limited your progress in a way, but it wasn't as blatant. In fact, Metroid Fusion not only limits where you can go, but it also closes off routes that you came from. So if you missed an item in the past, there's a chance that you may never again be able to back to acquire it. It's pretty frustrating because you never know how much freedom you'll be given. The fact that they give you a full layout map also makes the game incredibly easy and takes the thrill out of it. It doesn't always show the secret routes, but it already spoils most of the game by telling you where things are. Another irritation is the lack of skippable dialog. It just bogs down a game that is all about running, jumping, and shooting the crap out of enemies.

That being said, it's not all bad. I like how the game automaps and displays a piece of it in the upper right hand corner so you are always aware of your current positioning. It just makes the experience more user-friendly. I also enjoy the challenge of the enemies and bosses. It seems like even with a lot of Energy Tanks, boss battles are always intense and downright difficult. I've had to continue multiple times, and even then, most of the time I barely defeat them with a fragment of my lifebar.

I finished the game with just under six hours on the clock, with a 55% item completion rating. I took my time trying to find all the secrets I could, so I'm surprised I missed so much. Speed runs are supposed to take closer to 2 hrs, so the replay value depends on how much you're willing to invest on finishing it faster and faster. If the lack of length scares you, then you probably should avoid all Metroid games.

Ultimately, Metroid Fusion was an enjoyable romp, but there are definitely changes to the game that hinder it from being much, much better.

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