Metroid II: Return of Samus
Review by Megamur
"It's no Metroid, or Super Metroid, but something almost as rare.... Dec. `02"
Years ago, I was just like everyone else; As far as I was concerned, Super Metroid was the only Metroid game in existence. I bought the original Metroid for the NES, and it's sequel, the game I'm reviewing today, Metroid II: Return of Samus, and didn't really care for them.
Now, I'm a little older, and a little wiser, and I can see Super Metroid's predecessors as the quality games they are....
...Well, okay, Metroid II still isn't an awesome game, in my eyes, but, it's quite a bit more appealing than it used to be.
The story of Metroid II is this:
You are the Space Hunter, Samus Aran, a kind of bounty hunter...but, you hunt things in space....
Yeah.
Anyway, back in the year 20X5 of the history of the cosmos, a Galactic Federation deep-space research ship found an unusual life form on planet SR388. This life form, dubbed ''Metroid,'' would cling to other life forms, and drain them of their energy. When exposed to beta rays for mere seconds, the Metroid would reproduce, splitting into two Metroids, then four, and so on.
With a Metroid specimen, in suspended animation, in tow, the research vessel began it's trip back home. But, on it's way back, the ship was attacked by Space Pirates, who stole the Metroid specimen.
Fearing that the Space Pirates would use this potentially deadly creature to conquer the galaxy, the Galactic Federal Police ordered you to infiltrate their base on the planet Zebes, and destroy the Metroid.
Shortly thereafter, the Galactic Federation, still concerned about the Metroid threat, sent another research ship back to SR388 to make sure that no more Metroids remained on the planet....
The research ship was never heard from again.
Things aren't looking good. Contact has been lost with both a search & rescue team and a special combat group sent to SR388 after the research vessel was lost. Apparently, the Metroids are alive and well.
You, due to your success with the Zebes incident (and during a subsequent skirmish on Tallon IV), have been ordered by the Galactic Federation to SR388. Your mission is simple:
EXTERMINATE THE METROIDS.
Carrying out this mission, though, won't be so easy....
Features:
Metroid II is 1-player only.
Metroid II does not support any Game Boy link-up features.
There is a save function, and three save slots, though you cannot save your game at any time.
Metroid II does not have Super Game Boy or Game Boy Color support, though, a different default palette for the game is used when played on the Super Game Boy or Game Boy Color than other games.
Metroid II can be played on any Game Boy system (including Game Boy, Super Game Boy, Game Boy Color, and Game Boy Advance).
Graphics- There's nothing eye-popping here, really, but, the graphics, for the most part, are far improved over the original game. Everything is far more detailed than before, including Samus, who, now, doesn't even have a mirrored sprite! ...Well, usually.
Animation is nothing spectacular. Your character, mostly, has one-frame animations, except for their three-frame walk (which looks somewhat odd. Making a good walking animation with only three frames is difficult). The enemies don't fare that much better, but, it gets the job done (I think the original Metroid had better character animation, really).
About the worst part of the graphics are the backgrounds. They are still and motionless, and consist almost solely of rocks, differently-shaped rocks, bigger rocks, and with a few carved stones thrown in for good measure. While this emulates the cave-like environment the game supposedly takes place in very well, the repetitive background graphics are rather boring to look at, and the Game Boy's limited color capabilities do not help the situation. There are a few deviations, though, which are rather refreshing.
Sound- As with most games I review, the sound is a mixed bag. Metroid II has it's fair share of cool sound effects, such as Samus' jump sound effect (which seems to cease echoing in indoor areas. Nice touch!) and the Wave Beam effect, which I absolutely adore, for some reason, and a good amount of lousy ones, too, like the morphing sound effect (infinitely crappier than the immortal ''whoomp'' of the original game's morphing), and the weak missile effect (almost sounds like Samus is firing rubber missiles...). But, as with the animation, it gets the job done, and none of the sound effects are particularly annoying (I rather like how the beeping of your Low Energy indicator becomes quicker and more intense as your Energy decreases).
Then, there's the music....
This is some strange stuff, folks. While there are a few exceptions, most of the music is, as I refer to it, ''Super Ambient''; It's VERY quiet, to the point where several songs feature periods of complete silence. The silence is occasionally punctuated by strange bloops and beeps. There's no real melody involved. Once again, it helps to emphasize the cave-like surroundings, but, I doubt you'd want to buy a soundtrack of it.
The other, less ambient, musical selections border on brilliance, such as the strange, yet wondrous opening theme, and the great ending theme. Ryohji Yoshitomi is still no Hip Tanaka (the composer for the original Metroid), but, there's some pretty good stuff here.
I, also, like how the musical pieces kind of segue into one another when you head from one area to another. For instance, when you head back into the main chamber from one of the ruins/nest areas, the music surges from the quiet ambience of the region you just exited back to the catchy main chamber tune. Another nice touch in the sound department.
The only thing I'm upset about is the fact that the Item Collection theme from this game has been used in all subsequent Metroid games (I think). It's okay, but, I prefer the one in the original Metroid.... Oh, well.
Play Control- The play control has a few issues. The control layout is nice and simple, pretty much, like in the original Metroid. You now, also, have the ability to duck, and aim downward, which gives your weaponry some added range.
But, out of that simple interface, a few problems arise. Jumping is a little strange. If you hold the Jump button until just before you reach maximum jump height, you'll still keep going, until your maximum jump height is reached. This can be problematic, especially when trying to avoid enemies flying overhead.
Personally, though, I think the most annoying control issue deals with an Item that was first introduced to the Metroid universe in this title, the Spider Ball. It can prove rather difficult to use correctly when on bumpy surfaces, due to the constant directional changes.
You see, the Spider Ball allows you to climb walls. Say, for instance, you're on a horizontal (left to right) surface, and there's a vertical (up to down) wall to your right. Turn into Spider Ball form, and press and hold Right. Even though the wall is vertical, holding Right will allow you to climb it. But, if you let go of Right, then press it again while you're on the vertical surface, you'll no longer climb. You'll have to switch to vertical controls by pressing Up or Down. If you hold Up or Down until you get onto a horizontal surface, then, let go of Up or Down, then press Up or Down again, you'll stop moving. You'll have to switch back to horizontal controls to proceed.
Weird, huh?
I've, also, actually gotten stuck on corners using the Spider Ball. None of the directional keys would work. I'd have to let go of them in order to get unstuck.
There's a few other minor issues (mastering the Space Jump can prove difficult), but, otherwise, the controls shouldn't give you any troubles.
Gameplay- Now, as far as I'm concerned, this is why Metroid II pales in comparison to the original and it's sequel.
In the original Metroid, almost right off the bat, you could go anywhere in the game. You could go to any area, collect any item, and defeat any boss in almost any order you wished (which I particularly enjoyed).
In Super Metroid, your path became rather linear, but, you could still do some things in random order. With mastery of advanced techniques, you could take quite a few shortcuts, and do things in an order that the designers probably never intended.
In Metroid II, though, your path is, mostly, a straight line. It consists almost solely of going to a new area, being presented with two paths (one leading to a ruins area, another leading to a Metroid nest), collecting Items in the ruins area, defeating all of the Metroids in the nest and ruins areas, thus lowering the lava in the main chamber, and allowing access to the next area, where you repeat the process with little deviation. Perhaps, this was due to the limited memory of GB carts, but, personally, I would've preferred more freedom.
Challenge- This game is no cakewalk, but, there shouldn't be too many sections of the game where you'll feel the urge to rip your hair out (or, if lacking hair, the urge to throw your Game Boy across the room). It's not easy to get lost, due to the linearity of the game world, but, since many areas look the same, because of the background graphic & room data recycling, it is possible. Some areas are also cleverly tucked away behind false walls.
Most of the enemies aren't much of a threat, except for early on in the game when you're lacking proper equipment, and mostly serve as minor energy drains and item depositories.
The Metroids, themselves, are a different story. When they spot you, they'll give chase, and attack relentlessly. They can be difficult to defeat, since they are invulnerable to Beam weapons. They can take quite a few missiles before they go down, and some of them are actually invulnerable in spots, causing you to have to aim carefully.
Since missiles are absolutely required to defeat Metroids, this can cause problems. There's nothing like duking it out with a Metroid, only to end up running out of firepower partway through the battle. You'll have no choice but to escape, reload, and try again. If this doesn't sound bad enough, you HAVE to kill every single Metroid on the planet to complete your mission.
Battles can also be a nuisance because Samus has very little invincibility time after receiving damage. If you've played any Dracula X games (Dracula X: Chi no Rondo, CastleVania: Dracula X, CastleVania: Symphony of the Night), you'll probably be somewhat familiar with this. If positioned correctly, your character can simply keep bouncing on top of enemies, allowing them to rack up hit after hit on you.
But, even with all of this, if properly equipped with enough Energy tanks, missiles, and upgrades, you shouldn't have too much trouble. There are, also, several Energy- and missile-recharging stations scattered about SR388, which, for me, always seem to pop up at just the right time.
Replay Value- Due to the game's linearity, as opposed to the original Metroid and Super Metroid, theoretically, you can't replay Metroid II quite as many times. Replay value is there, though. With a multitude of Energy tanks and upgrades to find, not to mention 220 missiles to collect (giving you a grand total of 250 missiles), you're bound to miss something along the way, which will, most likely, merit another playthrough.
Also, the game features multiple endings, depending on how quickly you finish the game. See if you can complete it in under three hours....
So, in summary:
Graphics- Nice detailing and adequate animation, but motionless, repetitive backgrounds can become boring.
Sound- Sound effects are a mixture of good and bad. Some good music selections, but, many are far too quiet to really care for.
Play Control- Jumping is a little strange, and Space Jump & Spider Ball are difficult to master, but, otherwise, controls nicely. Control layout is simple and effective.
Gameplay- Far too linear. I'm reminded of the saying, ''lather, rinse, repeat''....
Challenge- It's possible to become lost. Enemies aren't much of a problem, but Metroids can be troublesome. Not too difficult, if you can find enough equipment and upgrades.
Replay Value- Medium. Play again in an attempt to collect all Items, or get a better ending. Linearity hurts this rating.
Special MEGAMUR Awards:
''Worst Metroid Yet'' Award- That's right, Metroid II currently holds the not-so-coveted ''Worst Metroid Yet'' award (until I play Metroid Prime and Metroid Fusion). Incredible linearity, boring, repetitive areas, and near-silent music makes this Metroid a step below the others. Keep in mind, though, that, even though this award sounds bad, considering how good the original Metroid and Super Metroid are, it's not as terrible as it seems.
''Scariest Metroid Yet'' Award- The quiet music, coupled with the jarring Metroid attacks, offers genuine scares (for me, anyway). Other Metroid games may be creepy, but, this is the only one that's gotten me to actually jump.
Overall- While you were reading all of this time, you were probably curious about what I meant by the ''It's no Metroid, or Super Metroid, but something almost as rare....'' thing I said earlier.... Then again, perhaps not, but, I was hoping you would be.
Anyway, Metroid II is not of the same level of quality as the other Metroid games (in my opinion, of course), but, it manages to serve up an experience that's almost as difficult to find:
It's an entertaining Game Boy game.
That's right, you heard me. Of the two-dozen-or-so Game Boy games I own (not counting Game Boy Advance games), this is one of the few that I actually play multiple times, right up there with Operation C and the Super Mario Land games. I've never been a fan of Game Boy games, but, Metroid II would probably be on my Top 10 or Top 5 ''Best Game Boy Games of All Time'' list.
Yes, it's that good.
Rent or Buy?- I'd have to say that Metroid II would be a good purchase, being one of the few enjoyable GB titles I own. Also, it's a very important chapter of the Metroid saga, the events of which directly influence the events in Super Metroid and Metroid Fusion. Pick it up.
And that, my friends, is my two cents.
Reviewer's Score: 7/10, Originally Posted: 10/01/00, Updated 12/02/02
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