As the first Metroid game released for the Super Nintendo system, the designers of Super Metroid had a legacy to live up to. The original Metroid for the NES introduced non-linear gameplay on a large open world, into which the player (as bounty hunter Samus Aran) is dropped with very few abilities. Over time, Samus gains new powers that allow her to enter previously inaccessible areas, and she discovers hidden doors and passageways that let her explore deeper into the planet. But the player is given little direction, and elaborate hand-drawn maps are practically required to figure out where to go next.
The Game Boy sequel, Metroid II: Return of Samus, alleviated this lack of direction by introducing a new gameplay element: deadly lava, which blocks access to the next area until certain goals are met. In this way, there is still a vast planet for the player to explore, but always has a rough idea of where to focus his attention. Although this provided more clear-cut goals, many criticized the game for straying from the more organic progression of the original.
Thankfully, the third game maintains the non-linear gameplay of the first, while removing most of the frustrations, and also inherits many of the advancements made by the second game. In Super Metroid, Samus returns to the planet Zebes, the setting of the first game, where she once again has to face off against the Space Pirates and their leader, Mother Brain. The villains have stolen the baby Metroid that Samus rescued at the end of Metroid II, and retreated to their newly rebuilt lair. From the start, this gives the player familiar territory to explore, and it is fun (and a little eerie) to pass through the room that you destroyed at the end of the first Metroid.
Progression in Metroid is all about the weapons and equipment, and Metroid 3 takes nearly everything from the first two games, and then just about doubles it. New suits provide damage reduction and added mobility, and the Varia Suit has never looked better. (It also retains Samus’ iconic rounded shoulder armor, introduced in Metroid II as a way of distinguishing the two suits on the monochrome Game Boy screen.) There are also addition beam weapons, but while previous games required you to track down the original powerup each time you wanted to switch beams, Super Metroid makes things easier for the player by allowing you to switch each beam on or off at will. As an added convenience, some beams can be combined; so for example, you can equip the Plasma Beam, but still retain the Metroid-freezing power of the Ice Beam.
Besides the various suits and beams, Samus gains a number of new tools in her arsenal. Notably, the x-ray scope makes it even easier to find hidden passageways. As another nice touch, if you can’t destroy a block with a certain weapon, it will show you which weapon is required to remove it. There are many other abilities that Samus can collect during the game, but sadly, the Spider Ball (a favorite from Metroid II) is missing here. In Super Metroid, it may have rendered some of the puzzles too trivial, but it was a welcome addition that really opened up the previous game to complex exploration.
It should be clear by now that Metroid 3 adds more of the weapons, abilities, and tools that you loved from the previous games. But it also introduces gameplay improvements that make this game less frustrating and more fun. First and foremost, Metroid 3 finally has an auto-mapping system! Yes, you can say goodbye to those cryptic hand-drawn maps forever! The game shows you where you have explored, and convenient map rooms give you an idea of where to go next. However, the maps do not reveal everything, so some exploration is still required, but they take a lot of the tedium out of it.
Another huge change is how you discover new items and abilities. In the first game, a seemingly impassible area would suggest that some new ability was needed, but it was often unclear what you needed or where you would find it. Metroid 3 also has these same obstacles, but they are usually discovered when Samus falls into an area that she can’t escape. This added to the claustrophobic atmosphere of the game, but also provides a better idea of where you need to explore next, because there is always some way out. It may sound like a subtle difference, but it provides the same sense of progression, without worrying that the necessary item is tucked away in some distant corner of the world. Instead, you feel trapped, and there is an urgency to find your way out.
There are a few frustrations that creep up along the way, however. While many of the controls were streamlined or improved, some of the new moves are difficult to execute. In particular, the wall jump is tough to pull off with any consistency, and there is nothing more frustrating than making nine or ten jumps up a tall vertical shaft, only to miss the last one and have to start all over again…and again, and again. Other moves like the Super Jump are difficult to decipher, and frustrated players may find it necessary to consult a walkthrough to proceed.
In all, Super Metroid maintains the sense of wonder and exploration from the first two games, while including many changes to keep the player from quitting the game in frustration. The energy charge stations from the second game are retained in this one, and you even get a few reserve tanks in case you get really desperate. The mapping system relieves you of the manual effort, but the game compensates by giving you a world which is much larger than either of the first two games. The sound is more subtle, the music is better, the enemies are bigger, and the battles require more strategy. And to top it all off, the graphics are absolutely gorgeous, making great use of lighting, color, and effects. This really is one of the best examples of great 2D graphics from the 16-bit era.
Setting the story back on the planet Zebes was a nice touch, because the player can really appreciate the graphical improvements from the 8-bit to the 16-bit era. Having a familiar setting also makes you notice the little differences, which often give you an idea of where to explore. The storyline remains the high point of the series, with an ending that is tremendously satisfying. Without revealing the details of the extended ending sequence, players who have completed the first Metroid game will be taken by surprise by the battle in Metroid 3. It is amazing how much adventure, fun, and genuine emotion the designers were able to pack into this game. If you have never experienced Super Metroid, it is definitely worth your time.
OVERALL SCORE: 7 out of 7
Posted by abates17
