Review: Metroid: Zero Mission (GBA)
"Planet Zebes... I called this place my home once, in peaceful times, long before evil haunted the caverns below. Now, I shall finally tell the tale of my first battle here... My so-called Zero Mission."
Samus Aran, bounty hunter for the Galactic Federation, first returned to Zebes in the 1986 Nintendo game 'Metroid'. Since then she's continued her adventures fighting against the parasitic Metroid creatures on console and handheld platforms alike, and now she finally fills in the details of what really happened on Zebes all those years ago.
The basis for Zero Mission is none other than the original game - its blocky two-tone environments have been revisited and spruced up with the help of the Metroid Fusion engine. Thankfully, the old environments are not a hindrance to the flow of the game; in fact, Samus' extra dexterity (crouching, shooting diagonally, grabbing ledges) makes this a fair bit easier than the original. To anyone who has played Metroid Fusion, the game will have a distinctly familiar vibe to it - feeling positively 'fused', familiar, functional and perfect. Its mix of platform-jumping, sideways-shooting and RPG (or upgrade) elements come together to form an extremely playable package... and one that excels in every possible area.
The strength of Metroid's gameplay lies within its fully-featured controls. Samus will respond to every button-press perfectly; jumping, shooting, aiming, grabbing, running, and of course her trademark somersault. Everything connects; every gymnastic nuance is accessible to the player. And when Samus upgrades her abilities (courtesy of power-ups which enable higher jumps, longer beams, charged weapons and morph-ball variations) these always feel fluid and fully under your control - meaning Samus becomes more formidable as the game progresses, instilling a sense of pride and accomplishment within the player.
The Metroid franchise represents the very quintessence of Nintendo design: the underlying explorative structure shuns simple lock-and-key dynamics in favour of outright freedom to explore and manipulate the environment yourself. A jump too high, a tunnel too small, an enemy too strong, or a bridge too far... until physical limitations are overcome, you must formulate the 'correct' route yourself - making the best of your abilities and pushing Samus to her limits. You'll doubtless return to these subterranean mazes repeatedly, and are actively encouraged to hone your abilities - to find hidden items and upgrades, to fill in your map (Zero Mission employs a Fusion-style navigation system), and to investigate every nook and cranny.
Of course, given the facelift that Zero Mission has undergone (the map, the extra abilities, the new rooms and weapons), it is a far easier game than its precursor. However, unlike Fusion there is no obvious narrative; you aren't led by the hand, shoved into convenient health/recharge/save rooms, lined up sequentially, or advised to enter newly opened sections by an omnipotent computer system. Occasional cut-scenes (handled with comic-book flair) take care of any plot advancements, and there are waypoints: the Chozo statues will give you the general location of the next major checkpoint by marking it on your map - but the whole environment is always accessible and there are more rewards for deviating from the prescribed course. The added focus on exploration means that combat is a little lax, but most encounters are still incredibly tense and satisfying (and won't trouble a dexterous gamer). Also, where Fusion spiked the difficulty - albeit while holding your hand - Zero Mission keeps things comfortably balanced throughout; boss fights are lightweight compared to the 'Nightmare' that came before. And, although there's a routine for tackling each one, Gamestyle can't overlook the fact that some of the old-skool bosses have perhaps downsized or oversimplified the challenge (given Samus' new abilities and manoeuvres). Metroid's appeal still shines through, and when it does, it doesn't disappoint.
Along with the visual upgrade (and Zero Mission always looks astounding) there are extras galore! The caverns and passageways of Planet Zebes have been dug ever deeper, and new abilities overlap with new set-pieces, new upgrades underpin new routes; the game is positively brimming with new possibilities and uncertainties. And now the tale doesn't end with the destruction of the Mother Brain - a botched escape finds Samus marooned and powerless, and at the mercy of some superbly daunting Space Pirates. The questionable 'stealth' section that ensues is a break from classic Metroid tradition, but still eminently playable - if a little hit-and-miss - and it's hugely satisfying regaining your lost powers (and some new ones besides) prior to a final showdown which caps the story nicely. At worst, this 'extra' section is a minor hiccup to seeing the end credits - at best, it is a unique and unexpected twist that affords insight into Samus' past.
The music and sound, as you'd expect, is remixed from the original. And, if you make use of the headphones (adjusting the sound options in the start menu for best effect), the creepy overtures can nestle stereophonically between your ears. Fusion's stony-cold ambience isn't quite reproduced here, but Zero Mission's catchy ditties deliver a more nostalgic vibe; and of course, for that authentic old-skool feel, simply fire up the bonus 8-bit 'Metroid' game (on completion of the main game) - with added save state enabled. Connectivity with Metroid Fusion (via the link cable) will also unlock the Metroid gallery. Truly, this is one for the fans.
What else can be said of such a superlative, addictive and engrossing experience? Perhaps that it represents the pinnacle of two-dimensional entertainment - in more ways than one. And while the duration is inordinately short (you'll be lucky to see the far side of five hours, unless you're a true completist), it is still a 'classic' example of gameplay that has peaked with host technology; it simply and fundamentally could not be improved upon in any way. It's the kind of game that makes Gamestyle thumb its nose at the third dimension... collectively question the latter-day wisdom for 'bigger and better' experiences. Metroid: Zero Mission may be relatively small, but it's perfectly formed. Savour that fact and you'll be forgiven for thinking that "they don't make 'em like this anymore". We sincerely hope - and pray - that Nintendo begs to differ.
Rating: 9 / 10
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