By: Wycked
 |
| Platform |
GameBoy Advance |
| Company |
Nintendo |
| Game Time |
2+ hours (Insane run-through) |
| Completion Time |
N/A |
|
Fire up them thumbs, bitches! It’s time for
another Metroid game! Old-school NES Metroid fans
and old-style 2D gamers have something to rejoice
over, in Nintendo’s latest Metroid offering,
Zero Mission.
ZM is supposed to “retell” the beginning
of the whole Metroid saga, as most NES games are
completely void of story. They followed the story
of the Super Metroid comics featured long ago in
Nintendo Power: Samus and her family were part of
a colony of humans set up on Zebes, who were attacked
and destroyed by the Space Pirates. Only Samus survived,
and was discovered and taken in by the Chozo, the
natives of the planet. They raised her to be a fighter,
and gave her a suit of armor with special abilities,
just like the other Chozo warriors, but custom-designed
for her human body. When grown up, she set out as
a bounty hunter, and became one of the best in the
galaxy. During that time the Galactic Federation
was still in its infancy, and it was being terrorized
by the Space Pirates. A Federation scientific expedition
to planet SR-388 to look into the mysterious extinction
of almost all life higher than plants yielded the
discovery of an organism they called “Metroid.”
They took it to a base and researched, finding that
if exposed to certain types of radiation, it could
grow in size, and even multiply. It fed on the energy
of living creatures, and this caught the attention
of the Pirates. If they could obtain these Metroids,
they could create powerful weapons and take over
the universe. So they did just that, taking the
Metroids back to their hideout on planet Zebes,
But before the universal domination could begin,
the Federation called in the best of the best to
stop them, and that’s where Samus comes in.
Graphics
2D sprites, independently scrolling backgrounds,
some slight environmental effects like dust kicked
up underfoot, rain, or heat shimmering in the
backgrounds. It’s all about as well done
as the SNES game, which is to say rather well.
Even the familiar simpler-looking areas from the
original NES game still look good with more detail,
and lighting and shading.
There are actually very few of those in the game
though, Tourian being the biggest example. Brinstar,
Norfair, and the boss hideouts are still there
and somewhat resemble their original looks and
themes, with a little extra theme added to them.
The plant area of Kraid’s hideout is now
covered with moss, and plants growing out of the
stones in the cracks, and the lava area of Norfair
is more of a melted stone theme, bubbling with
magma in some areas and moving with heat shimmering
backgrounds, just to name a few examples. Crateria
makes its triumphant return as a barren alien
planet’s surface. The environments all pretty
much look better, while keeping their classic
elements.
The enemies all look like their original versions,
but with a little more depth and detail. Nothing
big to wet yourself over. A few brief hand-drawn
cutscenes are injected, and look pretty good.
Animation is minimal, but get the job done. Scaling
and rotation effects are kept to a bare minimum,
all you really get there is an eyeball for one
boss, missiles spinning off as they hit something
that deflects them, and some parts of the cutscenes.
Animation is all the same as the SNES version,
which is to say average. Enough to get the job
done. The best animation I’ve seen in the
game is in a few areas, after clearing one and
taking the elevator out, a wall at the top will
collapse and crumble, and it looks very fluid.
That doesn’t say a whole lot for the rest
of the game, but it’s not bad. It’s
just… enough. The characters all have a
good amount of detail.
Overall, the game looks really good for a portable,
and good for an old-school style Metroid game.
Sound
Very good things. There’s really nothing
like hearing the midi-orchestral remixes of the
original music. Fans of the classic game will
find themselves humming along every time. The
sound effects are all laser blasts and explosions,
with the occasional screech and scream from the
bad guys. It sounds good, except for a few boss
battles, namely Kraid and Ridley. Their constant
squawking is enough to make anyone turn the volume
off. No speech clips or anything special overall,
but it’s good enough.
Gameplay/Replay Value/Extras
The game plays like just about every other 2D
title in the series. Walk, run, jump, roll into
a ball, bomb stuff. Again, if you’ve ever
played any of the others, you know what’s
here. It has elements from nearly all the games,
not just the original. Hanging off ledges, dashing,
power bombs, spring ball, just a bit from each.
That sort of works out, since the SNES game takes
place on the planet this one does, and Fusion
involved regaining power information as it became
available. It doesn’t infringe on the previous
timelines or content of the other games later
in the series. It’s all really easy to pick
up and get into, so control isn’t really
an issue. Some of the puzzles are downright maddening,
but most are simple enough. Doors stay open in
this one instead of closing a few seconds later,
which aids in a few speed boost puzzles. There
are more destructible blocks in the environment,
all from the SNES one, that can be taken out with
standard or power bombs, regular or super missiles,
screw attacks, speed boosting, or just walking
over top of them.
A feature carried over from Fusion is little symbols
on the map telling you if you’re in a screen
with a hidden item, which really comes in handy
but takes away a good deal of the challenge. Also
a bummer is the “go here” indicators,
added to the map after reaching or completing
certain goals. It’s not as obvious as in
Fusion, but it still adds a whole lineality to
things that goes against the whole Metroid equation
of exploration. Fortunately, the game doesn’t
lock off all areas except the one you need to
go to like Fusion did, so you can still explore
as you go. If you get to a boss you just can’t
beat, you can go around and find as many energy
tanks and weapons as possible, then come back
for another go at it.
The true final level, Chozodia and the Pirate
mothership, introduces a whole new stealth element
into the game. Stealth might be hard to imagine
in a 2D game, but it works here. For a while in
the ship you’re without your suit, and have
a shitty stun gun in place of weapons, and also
take a lot more damage(see also: 1 full energy
tank per hit). Here you need to avoid contact
with Pirates at all costs. So you have to move
while they’re faced away, and duck into
dark areas or out of sight up on ledges and platforms
until they’re gone. If you’re spotted,
the alarm goes off and the ship goes on high alert,
which means all gates close, and Pirates come
in through all the doors after you. Since all
your stun gun can do is stun an enemy when fully
charged, it’s always better to just run
until you find somewhere to hide. Then after some
brief searching they leave and the ship goes back
to normal. It makes for some really tense moments,
especially when a Pirate comes out of a hidden
area, or when they start crawling through ducts
after you. Of course when you get your suit back,
it’s clobberin’ time.
Unless you’re anal about getting 100% of
the unlockables, this one won’t amaze you
or give you any real reason to. Playing through
the first time unlocks the hard difficulty, and
gives you both a little item checklist and a game
timer on the pause screen, to aid in the collection
of all the endings. It also opens up the original
NES game, perfectly emulated on the GBA. That’s
another 10 hours tacked onto the game right there
for anyone who’s never played it, at least.
Each ending is viewable depending on a combination
of time to complete the game, and amount of items
collected. Beating the game on hard opens up a
half-assed sound test mode in the options screen,
but it doesn’t even feature all of the BGM
tracks, or any sound effects whatsoever. Connecting
two GameBoy Advances together, one with Zero Mission
and the other with Metroid Fusion, will open up
another gallery of images.
You probably won’t want to play through
20 times to unlock each and every extra, but the
game’s fun enough that you will at least
want to play through on all 3 difficulties. Each
difficulty is significantly different, so you
will get a different experience each time. Easy
is definitely easiest, with enemies taking and
dealing very little damage. Normal is about the
same but with damage levels at about an average
level. Hard certainly earns its name. Some items
are moved to different locations, and said items
upgrade your maximum levels only a fraction of
what the do on other difficulties (energy tanks
only up your energy level by half a tank, super
missiles and power bombs up the ammo levels by
1 instead of 2, and regular missiles up it by
2 instead of 5). The enemies also deal out a hell
of a lot of damage, often half a tank per hit.
Anyone who played through Fusion knows exactly
what I’m talking about here. You’ll
reach a few bosses or areas that will require
you to go back and hunt down more ammo and energy
tanks to even stand a chance. I couldn’t
even finish the final boss and escape sequences
without going back and getting all the energy
tanks.
In the end, the game yields some answers, but
even more questions:
*At the end of the game you discover that the
Mother Brain turned out to be just a big brain
that ran the Zebesian base defenses, so destroying
it just lays waste to its core room and disables
the defenses. Later on in Super Metroid when it
makes a bigger badder return, it’s still
just running the new and improved base.
*While the base was infiltrated by Samus, there
were Pirates up in orbit, and also in other areas
of space. So destroying this base was only the
beginning, as you find out in great detail in
Prime.
*Ridley seems to be either the mastermind of
the Pirates, or just sort of a second-in-command
to some bigger unknown leader. But what was the
point of introducing the new mechanical Ridley/Kraid
hybrid robot in the core of the Pirate mothership?
Was that to hint that maybe Ridley and Kraid were
both either robots or cyborgs? It would almost
seem so, as you encounter a new Meta-Ridley machine
in Prime, which takes place shortly after this
one. In that case, Ridley may have just been a
prototype, or one of many of a series of weapons
created by the Pirates. The one you encounter
may not have even been the one that assisted in
destroying Samus’ colony when she was a
child. I guess the whole robot thing would be
an easy way to explain how most bad guys in early
2D games simply explode when killed.
*What’s the point of Kraid? It’s
a big Godzilla thing that’s STILL trapped
in a big room. In the original one he was a squat,
ugly little dude, and he could like… GO
places. I could see maybe that version being a
crony, but not the huge one in this and the SNES
versions. Is this one just sort of a pet, something
they feed their victims to?
*Why can’t the game just be longer and
have more content instead of having a bunch of
difficulty settings that open up different extras?
*Why do the smaller Pirate fighter ships look
like sperm?
So in conclusion, I have to recommend this game.
There aren’t any individual parts of the
game that stand out as revolutionary, but all
the parts as a whole make it a superb title. The
brief cutscenes and interjected story make it
interesting. Short as it may be, it’s still
a lot of fun and any Metroid fan will love it.
I’ll use a temporary rating system here
until I can think up a good one.
Visual: 8/10:
Audio: 8/10: Nice midi updates of the original
tunes, decent enough sound effects.
Gameplay: 8/10: Short, but fun.
Replay: 8/10: Stale extras, classic NES version
more than makes up for it.
Overall: 8/10 |