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Game Profile
FINAL SCORES
9.7
Visuals
9.5
Audio
10
Gameplay
9.5
Features
9.0
Replay
9.0
INFO BOX
PLATFORM:
Game Boy
PUBLISHER:
Nintendo
DEVELOPER:
Intelligent Systems
GENRE: Adventure
PLAYERS:   1
RELEASE DATE:
February 09, 2004
ESRB RATING:
Everyone
IN THE SERIES
Metroid: Other M

Metroid Prime Trilogy

Metroid Prime 3: Corruption

Super Metroid

Metroid

More in this Series
 Written by Tim McGrew  on February 24, 2004

Review: And Screw attacking Ц always screw attacking Ц to victory!



If, for whatever reason, you have been avoiding the Gameboy Advance SP system and are instead holding out for some future endeavor from some high-end electronics company or possibly even just saving up to buy a different home console, it's high time you put those coins to good use and picked up a Gameboy Advance SP. The reasons to do so are so overwhelmingly numerous and incredibly positive that it boggles the mind if you do not already own one, but if you do not, the only reason you'll ever need from now on is Metroid Zero Mission.


A remake of the original Metroid game released some years ago on the Nintendo Entertainment System (NES), Metroid Zero Mission (MZM) takes place on the Planet Zebes where a new threat has presented itself to our famed bounty hunter and main character, Samus Aran, in the form of cynical and menacing Space Pirates and the energy draining jelly-fish like Metroid creatures who inhabit planet Zebes. It'll be your job as Samus Aran to eradicate the creatures and the evil Space Pirates attempting to cultivate the species.


Just like in other Metroid games released, the player takes the role of Samus Aran, who is basically the galaxy's greatest bounty hunter, wearing a suit of power armor and wielding a rather powerful cannon on one arm. As you progress, players will gain augmentations to the suit that aid in uncovering new areas and progress the events of the story Ц which, like all other Metroid games with the exception of Metroid Fusion, is quite light.


Fans of the original Metroid title on the NES and Metroid fans in general will quickly recognize many of the layouts. In addition to this, much of the atmosphere from the original Metroid game remains intact, but otherwise, the game has received a complete overhaul through graphics, sound, gameplay, speed, and difficulty, which come off as both blessings and curses in many respects, but ends up being an incredibly well balanced and enjoyable experience.


The game unfolds pretty much like that of the original game Ц as you'll see from the start as heading left at the very beginning nets you the always infamous morph ball, turning Samus into a rolling ball of doom capable of traversing tight corridors and spaces exactly like that of the original game. However, on the GBASP, the game is quite a bit different, what with having 4-buttons to use instead of the typical two present on the NES control pad. Like that of Metroid Fusion, also released some time ago on the GBA, the game utilizes its two shoulder buttons by placing the 45 degree angle shot on the left trigger and missile selection on the right trigger; while placing standard shots and jumps on the "B" and "A" face buttons respectively.


With these additions comes a much faster and much smoother gameplay experience far more enjoyable then that of the original game. However, with these additions, the charm of the original and its difficulty are transformed into something that resembles Metroid in its current day 2D form, which is a wondrous feat in itself, but also a stifling drawback as the game is now much shorter and far easier thanks to a number of different devices the game lends itself to the player; including numerous health and ammunition recharge areas, a great deal of save points (which the first game lacked thanks to a password save system), and markers placed on the map after completing certain events dictating where the player should head to next. However, Metroid does give something back to the series that it severely lacked in Metroid Fusion Ц exploration.


In Metroid Fusion, players were told exactly where to go and whole areas were deliberately cut off in order to develop plot specific events. The ability to bomb jump, to leap with the aided assistance of well placed bombs in morph ball mode, was removed and lots of areas were closed off without first acquiring story specific items such as add-ons to your suit or new weapons. The ability to break the sequence of events was impossible thanks to the break down of the game design, something the Metroid franchise is not commonly known for.


However, such sequence breaking in MZM is a possibility, nay, a necessity in some cases for faster completion times for the more experienced players. Bomb jumping has returned as well allowing players to skip highly valuable suit upgrades in favor of facing more difficult challenges ahead. In fact, some sequence breaking can put you into a position where Samus is far too weak to take on the next challenge and has no way of truly advancing further or backtracking in the adventure, but more on that later.


Otherwise, the game itself features one of the most detailed face-lifts to the graphics that this editor has ever seen in a videogame and this comes at a time where games like Metal Gear Solid are getting the full treatment in the upcoming Cube remake, the Twin Snakes. The sprite design for Samus herself resembles that of Super Metroid bringing back the return of the rather classic suit as we have come to know and love that was sorely missed in Metroid Fusion. On top of that, little graphical touches as placing her gun arm on the correct arm at all times in all directions, Castlevania like shadows when Samus spin jumps through the air, and a subtle lighting effect when Samus fires her gun arm are but a few examples of the polish absent from the now ancient original title and present in this grandiose build.


Aside from the graphics and gameplay tweaks, the sound was also remixed with a number of different sound effects and full on remixes of once popular Metroid tunes now made into rather excellent tracks of music. Gone are the previously used 8-bit tunes, but they still remain subtly intact for the listening pleasure of the few nostalgic fans out there craving the all too familiar Metroid classic themes.


Additionally, when players complete MZM, they will be treated to a number of different un-lockable items such as the original Metroid game from the NES, previously unlocked in Metroid Prime with the aid of Metroid Fusion, is now available if you beat the game once on normal mode. Also available are new art galleries and the special hard mode that is unlocked after beating the game once.


The galleries and the original Metroid game are all pretty standard and enjoyable, but the real gem is the hard mode as it will test your skills as a Metroid player halving received upgrades and weakening your shots while strengthening the enemies. The overall challenge is exceptionally difficult and a bit of a kick in the pants to even the most seasoned vets of the series. Most importantly, due to the lack of plentiful upgrades to your weapons cache and the ability to break sequences of suit upgrades, players can break into other areas of the game world with the most minimal of upgrades and face a dire situation with a severely stunted character as they can't escape to increase their abilities without starting all over from scratch. Passing a point of no return, so to speak, is something that doesn't or shouldn't happen depending on your perspective, in games these days, but they don't call it hard mode for nothing, after all.v

Bottom Line
Other then its disappointing length and all too easy normal modes, there really isn't anything to dislike about Metroid Zero Mission. There are plenty of extras, lots of secrets, a difficult hard mode after its initial completion, and it's one of the best looking, sounding, and controlling games on the GBASP that's sure to satisfy both newcomers and seasoned veterans of the Metroid series from start to finish. Pick this one up now and be satiated by this wonderful gameplay experience.


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