I’m not expecting Fusion-level spritework brilliance after a massive hiatus, but there were a lot of concessions made with Returns, I’ll tell you that much. So that stings occasionally, and the engine doesn’t look as good as it could. Now, you only really have to worry about the latter, and only if you’re not prepared - something that was never really an option in the first as you could never truly anticipate what’s around the corner. The original gave off survival horror vibes because of how easy it was to get lost and how fierce everything is. With that in mind it’s easier to complete than Metroid II, which is both good in terms of besting some of its more archaic elements, and disappointing. Personally I like that health is a resource, and it’s a design choice befitting of a Metroid game. Occasionally you may even be in the position where you need to farm a bit of energy or head to a health station, and re-save, which might be a little too old school for some. Even regular denizens, when entering a new area, can lop off half an E-Tank or more, and save points do not bring you back to full health. You might want to though, because while getting around is easier with a perpetual map and a scanner power, enemies hit hard as hell. It’s a great compromise that keeps things honest without devolving into a melee-fest, as you don’t even have to use it if you don’t want to (I’d say I finished most, if not nearly all of the major fights without it). Instead the melee trick is actually a riposte counter, only used at certain points when foes (from regular trash to bosses) prepare to charge, christened by a gleam telegraph animation. This melee doesn’t annoyingly pause the game, and the tells are challenging enough in terms of timing that it’s always satisfying to get a counter off, even against the basest of baddies. You can hold your sigh in right now (I know you’re doing it!), because MercurySteam did not turn this into a hack and slash, far from it. Oh, you can still morph into a ball, stick to walls, shoot missiles, jump really high (with an upgrade), take teleporters around, replenish your ammo and health with the appropriate station - all of that Metroid stuff.Įxcept this time it’s coupled with a handy free aim feature (using the L button), and a melee system. All of these but the scanner can be useful in combat, and all four funnel back into exploration. Scan Pulse (which shows off hidden areas) is the first, followed by a shield, more powerful bullets, and a time-slower. It's available under the Options screen in the main menu.To beat off the Metroid menace you’ll be using the newly acquired Aeion powers, which bring a form of magic (complete with an MP meter) in the fray. UnlockableĪfter you've beaten the game, you can view the Staff Credits again at any time. However, she'll now be joined by the Metroid she saved at the end of the game. UnlockableĪfter you've beaten the game, the menu screen will display Samus sitting in her ship as usual. UnlockableĪfter you've beaten the game, you'll unlock Hard Mode, which you can select when starting a new save. Only difference that it's based only on gameplay time - collection percent doesn't matter this time.Įach difficulty (Normal, Hard, Fusion) has a different version of the 3 endings, but the times are the same. Missile Reserve Tank (replenishes 50 missiles or 10 Super missles) & Concept Art Gallery (it is the same as the Art Booklet from Legacy Edition)ġ00% item completion, view first 10 Chozo MemoriesĪs with all Metroid games there are different ending scenes. Scan the Samus Amiibo from the Super Smash Bros. Metroid Marker (Marks the nearest Metroid) & Fusion Mode (Difficulty featuring fusion suit) SeriesĮnergy Reserve Tank (revives you with 299 energy) & Sound Test (isn't the same as the Special or Legacy Edition CD) Scan the Zero Suit Samus Amiibo from the Super Smash Bros. Scan the Samus Amiibo from the Metroid seriesĪeion Reserve Tank (replenishes 500 Aeion energy) & Metroid II Art Gallery (it is the same as the Art Booklet from Legacy Edition) The Metroid Marker can be used Multiple times in the game, but it is limited to one Metroid marked at a time. All Reserve Tanks can be refilled by the complementary station or the big Aeion orb. The second part (after the &-sign) can be unlocked after you beat the game. The first part (before the &-sign) can be unlocked after you face the first Metroid in a new game or at the beginning of a new game+. By scanning the Amiibo, you can unlock some features and items you can't normally find during gameplay.
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