Samus is back (again) but this time, she's fighting a parasite hell-bent on destruction.
The closing days of the N64 marked the birth of two new consoles-The Nintendo Gamecube and Game Boy Advance. Shortly after they were released, Nintendo decided to give us a treat-by releasing not one, but TWO Metroid games for the respective consoles! Metroid Prime was released for the Gamecube (that's another review for another time) and Metroid Fusion for the GBA. I'll be covering Metroid Fusion in this review.
Story:
The story of Metroid Fusion follows after the events of Super Metroid, where Samus has been assigned to guard a research team on SR388, a former haven for the Metroids (they were eradicated in Metroid II). During an attack on a hostile creature, Samus accidently becomes infested with a gelatanous blob-like creature, later identified as a X Parasite. Unaware of the consequences, Samus heads back to her ship, only to crash into an asteroid belt minutes later.
The Galactic Federation Doctors do everything they can to save her-but nothing seems to work. The X Parasites slowly consume and infest Samus's central nervous system, all the while the scientists watch on helplessly. Suddenly, one comes up with a makeshift cure-using a Metroid DNA. Metroids were natural predators of the X, and by injecting it into Samus, they believe it will purge her body of the parasitoid.
It works-Samus is reborn-as a Human/Chozo/Metroid hybrid (she still retains her fit, pretty self). Only in moments does she receive her next assignment-investigate vague events that occured on the BSL Research Station during her surgery.
Gameplay:
Pretty much everything from Super Metroid applies-except you now recover through absorbing X Parasites from defeated enemies instead of collecting energy spheres and missile refills. Most enemies will be in this game, but instead, they are X hosts bent on tearing you into tiny ribbons.
Shoot, run, through the hatch, listen to the computer (who gives you objectives for whatever you need to do), shoot, run, through the hatch, defeat the boss, grab the powerup, rinse and repeat. Pretty simple process. Along the way, collect classic powerups such as the Morph Ball, Plasma Beam, as well as new ones such as the fearsome Diffusion Missiles.
The biggest factor of this game is the fright factor. Never in my gaming days have I seen Nintendo make something so evil-in the form of the SA-X. I'm not going to spoil what it is for you folks, but you can say it's the hunter looking for the hunted-namely, you. Good luck and cross your fingers that you won't come across it when you round that corner.
Control:
You can thank the GBA's simple controls for making controlling MUCH more easier than Super Metroid's controls. You no longer have to switch/activate powerups, as they are all on standby and ready. Beams also overwrite and merge with each other, meaning you don't have to scratch your head and decide to equip either the Spazer or Plasma Beam for countless hours.
In conclusion:
If Metroid Fusion was longer, had more enemy variety and it didn't remove certain powerups such as the Super Missiles (they got replaced by a weaker variant, which wasn't really worth going hoo-hah) and the classic Grapple Beam, it could have gotten a perfect in my opinion. Overall, it should not be missed by any type of gamer-let it be a hardcore Metroid fan or usual causal gamer looking for some fun. Get it if you can, because you shouldn't miss out on it.
What is that? Are those...footsteps! Well, until my next review, my fellow gamers! My, I just hope it isn't that SA-X thing coming after me!
*runs off into the darkness, SA-X appears and looks at audience*
SA-X: I WILL find you. Play Metroid Fusion or else...*fades into darkness*