Samus Returns… I don’t like that it had to be a remake, but as a remake and a Metroid game, it’s a good one, capturing the feeling well of exploring a hostile alien planet while gradually becoming stronger. It makes a few tweaks to the Metroid formula but they mostly make the game better or more interesting. So, a few quick points.
Using 3D graphics in this 2D game works well, because they use depth in the backgrounds to create vast spaces that look amazing.
On top of the expected addition of the usual Metroid abilities that weren’t in the original Game Boy game, the new Aeion abilities are integrated fairly well into the game. Some aren’t worth bothering with until they’re (infrequently) required, but the Scan Pulse to reveal the map feels the best to use in a game about exploration. On the whole they’re a tad fiddly to use but a useful crutch when needed.
The new 360 degree aiming feels natural, uses the hardware’s controls well, and is incredibly useful. The tradeoff of being rooted to the spot makes it not overpowered. The new melee counter move is also fun and engaging.
Another new addition is the ability to bring the baby Metroid with you at the end, to fully traverse the map and get more items. This turns it into almost a buddy duo platformer, or at least echoes the familiar system from Symphony of the Night, and I love it.
Despite being a Sakamoto-produced project, the game doesn’t continue the Other M trend. It feels like a proper Metroid game, has a detailed game world, and even goes some way to reconciling the Prime and non-Prime games. I think MercurySteam is to be praised for this game; as Zero Mission did before, it’s brought Metroid 2 up to a modern standard and expanded on it in fun ways. My biggest gripe is that they gave Samus’s suit heels; it doesn’t need frigging heels just because she’s a woman! Infuriating! But yes, good game, and a bittersweet last hurrah for dual-screen gaming. I’ll miss you, bottom-screen map.