Metroid: Samus Returns - Review

Author: Mattia "Zave" Ravanelli
Date: 2020-07-30 22:41:44
"The last Metroid was captured, the galaxy has found peace." Or rather, we would like. Because we have yet to get there, to the words just mentioned. What then are those that introduce a timeless classic, incapable of any wrinkle, stainless and almost perfect like that 1994 in which it was published: Super Metroid. For friends, even Metroid 3, the chapter that followed the portable adventure of Samus Aran, who had returned to action on Game Boy three years earlier, after wearing the helmet for the first time in 1986 on NES. Today we celebrate the return of the return: twenty-six years after Return of Samus it is the turn of the almost namesake Samus Returns.

And it is a return in a broader sense, because the bounty hunter outlined by the team of the late Gunpei Yokoi had been missing from the scene for seven years. Unless you want to close your eyes on the controversial and controversial Metroid: Other M (Wii, 2010) ... at that point you have to browse the archives of the Galactic Federation until 2007 of Metroid Prime 3: Corruption (always Wii), ten years. Whatever the choice, we are from the parts of the sidereal darkness that swallowed one of the most loved and least sold sagas in the history of Nintendo just after Super Metroid. This time he had to wait eight years to be able to dissolve in tears of joy at the sight of Metroid Fusion and Metroid Prime in a few months. The hope is that history can repeat itself today, using this remake for 3DS as a rich appetizer to the Metroid Prime 4 announced for Switch a few months ago.

However, we remain with our feet on the ground, or rather on the surface of the planet SR388, which forms the backdrop to the new mission of Miss Aran. The Federation has decided for the second time to rely on the hunter's paid services to clean the planet from the infesting presence of the threatening Metroid. Jellyfish creatures (can you say it?) That attach themselves to the work of your hairdresser and suck up vital energy without thinking twice. A potentially lethal weapon if left in the wrong hands.

It is not actually the surface of SR388 that proves to be the stage for a generous handful of hours of exploration, shootings, escapes and clashes to the latest gigamina. It is rather her voluminous belly, which swallows Samus to put her in front of Chozo ruins or lakes of mysterious and dangerous violet liquid. The interior designer is however the same already used, before and after, for the remaining 2D chapters (and not only) of the series. Hence the appearance of the usual, classic and reassuring, doors to be opened with a cannon shot. Or with a missile. Or with a super missile. Or with ... in short, it is not said that all of them can be opened immediately and it is not said that all the ravines of the SR388 sectors can be immediately explored. Incredible isn't it? It almost seems to be in front of a Metroidvania and ... oh. Quite right.

It is difficult to say how much is left of the original game dated 1991, but Samus Returns does everything to show off what has been learned in the Prime trilogy, as well as through the two-dimensional missions from NES to Super Nintendo, passing through Game Boy and Game Boy Advance. There is much "new" therefore, at least compared to the original material. Nothing, however, that will sound too foreign to the public who slings on a new Metroid as soon as it has the chance.

The game, edited by the Spanish Mercury Steam (Castlevania: Lords of Shadow) as well as by the putative father Yoshio Sakamoto for Nintendo, naturally takes up all the traditional elements of the genre that Metroid has practically founded. The exploration is continuous and repeated, the combat-run-and-shoot phases never fail and the not too secret ingredient that supports everything is always the same: the desire to progress, not only from a portion of the map to the other, but also to bring Samus Aran as a huntress with her arms popped to a half divinity in astro-boots and multiple laser beam.