It's back to Metroid for our latest in the saga of GBA Metroidvania titles. After a strong start, the last two of these games I've played have disappointed, one slightly and another drastically, so will this next game right the ship?
As I make my way through this series, I found myself leaning more heavily towards the Castlevania games than ever before. I know I've said this before, but I've always considered Metroid a series I liked more than loved, and my reviews of Castlevania: Circle of the Moon and Metroid Fusion certainly demonstrated that. It's not that I didn't like Fusion, it's just that I could very easily see why there was so much hype surrounding Circle while I couldn't do the same for it. Of course, that train quickly derailed, as I found myself very underwhelmed by Castlevania: Harmony of Disonance and ready to jump into the next game on my list. Which brings us back to the Metroid side of the series.
Released in 2004, Metroid: Zero Mission is actually the last of the five games I have been grouping together to come out for the GBA. However, I wanted to cover it now so I can continue hopping back and forth between these two franchises. Because while it might be the newest (still 22 years old at this point, but newest) of these games, it is absolutely the most rooted in something old. That's because Metroid: Zero Mission is a remake of the original NES title from 1986. That kind of gave me a little bit of pause before I played it. While iconic, the original Metroid is a deeply flawed and often frustrating experience, especially if played on original hardware. That being said, many of it's flaws are often attributed not to limitations of the game itself, but the hardware it was on. Battery backed saves were not common in 1986 and something as simple as preserving your progress was easier said than done. Metroid did have passwords, but they weren't exactly intuitive or easy to enter. But the biggest issue the original game has is its lack of an in-game map. Remember, this is a genre that is almost entirely predicated on exploring and filling out a map, so that's sort of a problem. I know we can get spoiled by modern gaming conveniences, but its important to remember how some of these really old games lacked even basic necessities. The thought of drawing out your own map wouldn't have been too foreign to gamers in 1986, but by 2004, hell, by 1994, it would have been an absolute deal breaker. So, could MZM maintain the immersive charm and addicting gameplay of the original while rounding out its rough edges?
Absolutely. MZM was an outstanding experience, it's far and away the best way to experience the original game and is one of the best 2D entries in the series. Personally, I think arguing that it was THE best 2D entry would be entirely reasonable. Remakes can be tough to do properly, and keep in mind that this came out long before they were as common as they are today. This was a near perfect example of how to do it right. I believe it's up their with the original Resident Evil as one of the best done remakes I've ever experienced. It took all the best parts of the original game, the claustrophobic atmosphere, outstanding map design and memorable set peices, and made them bigger and better. At the same time, it added enough modern conveniences, like save points, an in-game map and improved controls, and incorporated them without drastically altering the core gameplay of the original. It even added some additional gameplay, which is always a nice bonus.
First, I want to call out the graphics, which were absolutely exceptional. I know I've been saying it about almost every game I've covered during this GBA MetroidVania miniseries, but each entry seems to push the bar higher and higher. Zero mission looks even better than COTM and Fusion, which is really saying something. This is especially true of the cutscenes, which feature some of the best 2D graphics of the era. Honestly, these might look better than what you would find on non-handheld consoles of the 4th generation. Hell, I would put them up there with some of the better 2D effects from 5th generation consoles. That opening scene where you get a look through Samus's visor was insane and it still shocks me that a handheld consle from 2001 was capable of such visual effects. And while they aren't as jaw dropping, the in-game graphics are also outstanding. They basically took the first game and made it look like Super Metroid, which is exactly what they should have done. The sound is similarly outstanding, you have all of the memorable tracks from Metroid done in the sound font of its successor on the SNES. The presentation here was absolutely top notch and it's especially impressive considering the hardware.
The gameplay here is similarly familiar, as it should be in a remake. You play as Samus Aran, a bounty hunter dropped into planet Zebes to destroy the nefarious Mother Brain. You start with limited capabilities, which will lock you in to a small portion of the map. But as you progress you will find new items, from upgrades like the morph ball and screw attack to weapons like bombs and missiles. These will help you open new doors or reach new areas, gradually opening up your access to the map. It's a prime example of the definitive Metroidvania formula because, well, it's a remake of the game that created said formula. The controls are tight here and, dare I say, might be the best in the series. I also like the selection of enemies here and I think they compliment Samus's abilities better than they would in most games. It really is amazing how well a game that was, at the time, nearly 20 years old managed to be so compelling with just a few changes and additions.
That starts with the map, which is still outstanding with really good flow. It isn't the largest map in the series, but it runs together well and forces you to backtrack just enough where it feels meaningful while also not making you feel like you are wandering aimlessly. It is a little more vertical than I typically like in these games, but the jumping here is also far better than other titles in the genre. The order in which the upgrades are introduced really helps, they do a great job of gradually increasing Samus's power level and making sure each powerup has its time to shine. So many of the series staples got their start in the original, stuff like the screw attack, ice beam and varia suit, and they are just as fun here in the remake. Of note, there is no grapple beam here, that was introduced in Super Metroid and they decided not to incorporate it here. Honestly, I think that was a positive.
The original Metroid was a little bit smaller in scope than later games in the series and it derived a lot of it's length from the lack of modern gaming amenities. Had they not added any additional content, Zero Mission may not have felt long enough. Fortunately, that wasn't the case here. In addition to adding new items and some excellent mini-bosses, the developers added an entirely new area of the map called Chozodia. This new area was well incorporated and seemed like a perfectly natural fit for the game. And that wasn't even the biggest addition. The original game ends with a battle with Mother Brain and an escape from the crumbling ruins beneath Zebes, which is still part of Zero Mission. But here, Samus's ship is shot down as she tries to escape, leading to an entirely new section of the game. Samus has to sneak around without her suit, a first in the series, using stealth to avoid enemies before finding new gear.
Normally, I don't really like stealth in games like this, but I think it works okay here. For one, this section doesn't overstay it's welcome, it's just long enough that it feels like a meaningful attempt at gameplay variety but not so long that it feels overwhelming. Second, it's not completely off-base to have a stealth section in a Metroid game, as they are often predecated on tension and a feeling of being lost and outgunned. It's annoying when they try to put these into action heavy or fast paced games where they just kill the pace and force you to play in a way that's completely opposite to what you bought the game for. But here, a little stealth actually makes some level of sense. Finally, and this is the most important part, is that once you do find your new suit you become incredibly overpowered and can get payback on all the enemies you have been running from. Not going to lie, I made absolutely sure I wiped out every single one of them before I took on the final boss.
The flaws here are few and far between, but they are definitely there. Even with all of the additional content, the game feels a little bit shorter than I would have liked. Maybe it's just my personal preference, but I've always felt the Castlevania games done in this style try to offer a little bit more to do and allow for more deviation from the intended path. It's like they are a little bit more open ended while the Metroid games are more direct. The flip side of that was that Zero Mission felt a little more focused than those games, so I guess you have to take the good with the bad. The new final boss is kind of lame, It looks cool but it's incredibly easy, which is a bit of a disappointment coming off the battle with Mother Brain. You could argue the entire game isn't difficult enough, especially when compared to the original. But frankly, a lot of the original's difficulty was artificial, so I'm not sure that's a bad thing. If you really want to experience the difference, the original game can be unlocked by completing Zero Mission, so go give it a try and see what you think.
At the end of the day, Metroid Zero Mission was an outstanding experience that is well worth playing today. It's an outstanding remake that takes all of the best parts of a classic game while smoothing out its rough edges. It features graphics that would have been considered outstanding on any console with and a deep, challenging adventure all in a handheld package. The more I play these games, the farther up the GBA moves in my ranking of all-time great gaming consoles. This isn't just a must play handheld game, it's a must play period. Metroid Zero Mission is a top notch remake that is a perfect starting point for those new to the series as well as longtime fans.
9.5/10
As I make my way through this series, I found myself leaning more heavily towards the Castlevania games than ever before. I know I've said this before, but I've always considered Metroid a series I liked more than loved, and my reviews of Castlevania: Circle of the Moon and Metroid Fusion certainly demonstrated that. It's not that I didn't like Fusion, it's just that I could very easily see why there was so much hype surrounding Circle while I couldn't do the same for it. Of course, that train quickly derailed, as I found myself very underwhelmed by Castlevania: Harmony of Disonance and ready to jump into the next game on my list. Which brings us back to the Metroid side of the series.
Released in 2004, Metroid: Zero Mission is actually the last of the five games I have been grouping together to come out for the GBA. However, I wanted to cover it now so I can continue hopping back and forth between these two franchises. Because while it might be the newest (still 22 years old at this point, but newest) of these games, it is absolutely the most rooted in something old. That's because Metroid: Zero Mission is a remake of the original NES title from 1986. That kind of gave me a little bit of pause before I played it. While iconic, the original Metroid is a deeply flawed and often frustrating experience, especially if played on original hardware. That being said, many of it's flaws are often attributed not to limitations of the game itself, but the hardware it was on. Battery backed saves were not common in 1986 and something as simple as preserving your progress was easier said than done. Metroid did have passwords, but they weren't exactly intuitive or easy to enter. But the biggest issue the original game has is its lack of an in-game map. Remember, this is a genre that is almost entirely predicated on exploring and filling out a map, so that's sort of a problem. I know we can get spoiled by modern gaming conveniences, but its important to remember how some of these really old games lacked even basic necessities. The thought of drawing out your own map wouldn't have been too foreign to gamers in 1986, but by 2004, hell, by 1994, it would have been an absolute deal breaker. So, could MZM maintain the immersive charm and addicting gameplay of the original while rounding out its rough edges?
Absolutely. MZM was an outstanding experience, it's far and away the best way to experience the original game and is one of the best 2D entries in the series. Personally, I think arguing that it was THE best 2D entry would be entirely reasonable. Remakes can be tough to do properly, and keep in mind that this came out long before they were as common as they are today. This was a near perfect example of how to do it right. I believe it's up their with the original Resident Evil as one of the best done remakes I've ever experienced. It took all the best parts of the original game, the claustrophobic atmosphere, outstanding map design and memorable set peices, and made them bigger and better. At the same time, it added enough modern conveniences, like save points, an in-game map and improved controls, and incorporated them without drastically altering the core gameplay of the original. It even added some additional gameplay, which is always a nice bonus.
First, I want to call out the graphics, which were absolutely exceptional. I know I've been saying it about almost every game I've covered during this GBA MetroidVania miniseries, but each entry seems to push the bar higher and higher. Zero mission looks even better than COTM and Fusion, which is really saying something. This is especially true of the cutscenes, which feature some of the best 2D graphics of the era. Honestly, these might look better than what you would find on non-handheld consoles of the 4th generation. Hell, I would put them up there with some of the better 2D effects from 5th generation consoles. That opening scene where you get a look through Samus's visor was insane and it still shocks me that a handheld consle from 2001 was capable of such visual effects. And while they aren't as jaw dropping, the in-game graphics are also outstanding. They basically took the first game and made it look like Super Metroid, which is exactly what they should have done. The sound is similarly outstanding, you have all of the memorable tracks from Metroid done in the sound font of its successor on the SNES. The presentation here was absolutely top notch and it's especially impressive considering the hardware.
The gameplay here is similarly familiar, as it should be in a remake. You play as Samus Aran, a bounty hunter dropped into planet Zebes to destroy the nefarious Mother Brain. You start with limited capabilities, which will lock you in to a small portion of the map. But as you progress you will find new items, from upgrades like the morph ball and screw attack to weapons like bombs and missiles. These will help you open new doors or reach new areas, gradually opening up your access to the map. It's a prime example of the definitive Metroidvania formula because, well, it's a remake of the game that created said formula. The controls are tight here and, dare I say, might be the best in the series. I also like the selection of enemies here and I think they compliment Samus's abilities better than they would in most games. It really is amazing how well a game that was, at the time, nearly 20 years old managed to be so compelling with just a few changes and additions.
That starts with the map, which is still outstanding with really good flow. It isn't the largest map in the series, but it runs together well and forces you to backtrack just enough where it feels meaningful while also not making you feel like you are wandering aimlessly. It is a little more vertical than I typically like in these games, but the jumping here is also far better than other titles in the genre. The order in which the upgrades are introduced really helps, they do a great job of gradually increasing Samus's power level and making sure each powerup has its time to shine. So many of the series staples got their start in the original, stuff like the screw attack, ice beam and varia suit, and they are just as fun here in the remake. Of note, there is no grapple beam here, that was introduced in Super Metroid and they decided not to incorporate it here. Honestly, I think that was a positive.
The original Metroid was a little bit smaller in scope than later games in the series and it derived a lot of it's length from the lack of modern gaming amenities. Had they not added any additional content, Zero Mission may not have felt long enough. Fortunately, that wasn't the case here. In addition to adding new items and some excellent mini-bosses, the developers added an entirely new area of the map called Chozodia. This new area was well incorporated and seemed like a perfectly natural fit for the game. And that wasn't even the biggest addition. The original game ends with a battle with Mother Brain and an escape from the crumbling ruins beneath Zebes, which is still part of Zero Mission. But here, Samus's ship is shot down as she tries to escape, leading to an entirely new section of the game. Samus has to sneak around without her suit, a first in the series, using stealth to avoid enemies before finding new gear.
Normally, I don't really like stealth in games like this, but I think it works okay here. For one, this section doesn't overstay it's welcome, it's just long enough that it feels like a meaningful attempt at gameplay variety but not so long that it feels overwhelming. Second, it's not completely off-base to have a stealth section in a Metroid game, as they are often predecated on tension and a feeling of being lost and outgunned. It's annoying when they try to put these into action heavy or fast paced games where they just kill the pace and force you to play in a way that's completely opposite to what you bought the game for. But here, a little stealth actually makes some level of sense. Finally, and this is the most important part, is that once you do find your new suit you become incredibly overpowered and can get payback on all the enemies you have been running from. Not going to lie, I made absolutely sure I wiped out every single one of them before I took on the final boss.
The flaws here are few and far between, but they are definitely there. Even with all of the additional content, the game feels a little bit shorter than I would have liked. Maybe it's just my personal preference, but I've always felt the Castlevania games done in this style try to offer a little bit more to do and allow for more deviation from the intended path. It's like they are a little bit more open ended while the Metroid games are more direct. The flip side of that was that Zero Mission felt a little more focused than those games, so I guess you have to take the good with the bad. The new final boss is kind of lame, It looks cool but it's incredibly easy, which is a bit of a disappointment coming off the battle with Mother Brain. You could argue the entire game isn't difficult enough, especially when compared to the original. But frankly, a lot of the original's difficulty was artificial, so I'm not sure that's a bad thing. If you really want to experience the difference, the original game can be unlocked by completing Zero Mission, so go give it a try and see what you think.
At the end of the day, Metroid Zero Mission was an outstanding experience that is well worth playing today. It's an outstanding remake that takes all of the best parts of a classic game while smoothing out its rough edges. It features graphics that would have been considered outstanding on any console with and a deep, challenging adventure all in a handheld package. The more I play these games, the farther up the GBA moves in my ranking of all-time great gaming consoles. This isn't just a must play handheld game, it's a must play period. Metroid Zero Mission is a top notch remake that is a perfect starting point for those new to the series as well as longtime fans.
9.5/10
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