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Metroid Fusion
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Gameboy Advance - Nintendo - Action/Adventure - E - 1 Player
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| Hello everybody. Being that this is my first review for this site, I feel I have to get something off of my chest. I, Man9Child, am a Metroid whore. There, I said it. I'm not a fanboy, I'm a whore. The difference being that while I love the previous Metroid games more than most members of my immediate family, I am not blinded by the hype of the new games, and if they suck I'm not afraid to say so. | |||||||||||||||||||||||||||||||
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| The game opens with a lengthy cutscene, explaining what has happened since we saw Samus last. Samus finds herself once again on planet SR-388, former home of the Metroids and is attacked by a strange life form, now known to be an 'X' parasite. Not suspecting anything out of the ordinary, Samus heads off to return to the B.S.L. space station. However, the X had infested Samus' central nervous system, causing her to fade out of consciousness, crashing her ship into an asteroid belt in the process. Samus jettisoned from the ship, and found herself in the HQ of the Galactic Federation upon waking. The X were spreading throughout Samus, infecting parts of her power suit. Large parts of the now famous power suit were surgically removed, and Samus was given a Metroid vaccine, formed from the cells of the baby Metroid found on SR-388 after destroying the Metroid Queen. The research team sent some of the creatures found on SR-388 and the infected parts of Samus's suit back to their lab for further study. Having just been notified of an explosion in the station, she is sent to investigate. | |||||||||||||||||||||||||||||||
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| So now you know the basic premise of the game. Well, actually no, you don't. A major difference between Fusion and the Metroids of yore is the lack of an immediately obvious goal, such as eliminating the space pirate threat or exterminating the Metroid population. The plot in Fusion evolves as you play, you're gradually given new objectives, or Missions during the game, and more and more of what you're doing gets revealed to you at the end. This game is surprisingly plot heavy, not just for a Metroid game, but for any action/adventure game for that matter. | |||||||||||||||||||||||||||||||
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| Herein lies the biggest problem most people have with Fusion; it's linearity. Because of the nature of the plot, you are sent on missions, or you have objectives, if you will. This statement is misleading. There is a computer in this game who tells you what you should do next, fills in a lot of your map for you, tells you when you're going to get an upgrade, and things of that nature. However, this again is misleading. The computer doesn't tell you what to do as much as it points you in the right direction. For example, one of the first things the computer tells you to do is, and I quote: "Electrical interference has knocked out the elevators on the Main Deck. This may be related to the X. I'll work on it. As far as you...Try to find another way to the target. It's located here." The computer then pinpoints a spot on your map where you need to go, but the path to get there is totally hidden. Some maps have more than ½ of their total area hidden, and you'll have to fend for yourself. While it may be true that the order that you do things is stricter than it was in past titles, there isn't much difference. On the most basic level, the computer replaces the downloadable maps in Super, and (for example) instead of looking for a green door after you find the super missiles, you're just told where to go next. Both are flags put in place to point you in one direction, even though one is more direct than the other. The computer doesn't even eliminate backtracking, as you revisit each area at least twice. It eliminates unnecessary backtracking, and keeps you moving in the right direction. Linearity is not to be confused with a lack of exploration. You will do just as much, if not more rolling around hidden passageways on the BSL research station than you ever did on either Zebes or SR-388. Linearity is more a plot device than anything else. Sequences have to unravel in a set order, and as the plot basically unfolds as a direct result of Samus's actions on the station, you most traverse the game in a set order as well. | |||||||||||||||||||||||||||||||
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| That's really the biggest difference between this and the older Metroid games. The game plays extremely similar to Super Metroid. There are, however, a couple of additions to your move list, including the ability to hang off of ledges and climb ladders on ceilings and walls. However, due to the GBA's lack of buttons there are a couple deletions as well. There is no run button. This actually works out for the best, since you're always holding the damn thing down anyway, why not just make an auto run? Also, the way in which you select missiles and power bombs has changed. Instead of the toggle system in Super, where you would just hit select a certain number of times to highlight what you wanted has been replaced by a simple, yet effective press and release system. Holding R lets you fire missiles, and holding R while in morph ball form lets you drop power bombs. I cannot tell you how intuitive this is, and you'll notice yourself feeling more comfortable using your missiles and power bombs in combat than before, fitting with the more action oriented nature of the game. | |||||||||||||||||||||||||||||||
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| The physics of the morph ball, speed booster, space jump, and wall jump have all changed, and the bomb jump has been removed completely, presumably for preserving the linear plot progression. Also, the upgrade system for beams and missiles works differently than in Super. Instead of selecting what you want, the beams and missiles just replace each other, so you always have the best possible configuration available for you. It's as if the whole game has been streamlined this time around, and a lot of unnecessary or frivolous things have been stripped away. The game feels different, but similar to Super at the same time. Which is important, as the game truly feels like Metroid IV, as opposed to Super Metroid II. | |||||||||||||||||||||||||||||||
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| The graphics are of a slightly different style than the ones found in Super Metroid, tending to have a more anime-ish flair. While technically sound and among the best on the system, sometimes actual design issues can be brought into question. The very nature of the BSL research station, a man made series of tunnels is by default less exciting then the natural carved out passages of a planetary landscape. At times the stage designs transcend the flat, metallic appearance, and use it to interesting effect. Abstractly the game would not work with out the feeling of everything being a simulation of something else, as this theme recurs throughout the duration of the plot. In the grander sense, it's genius. On a smaller scale though, I would really like to see something, anything breaking in something other than a ninety degree angle. | |||||||||||||||||||||||||||||||
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| The same cannot be said about the sound though. The music isn't bad, it's actually quite competent. The thing is, competent doesn't cut it. While the graphical style of the research station was used to impress a mood upon the player, the music strangely enough is not. Excluding Metroid II, the previous games had epic soundtracks. I hum the theme from Brinstar or Kraid's Hideout to this day. And you can't forget the Lower Norfair track, it's one of the best videogame themes of all time. The same can't be said about any of the songs in Fusion, as many ultimately leave me feeling hollow. If not catchy, at the very least the music should serve some purpose. As it does now, it's background noise - a wasted opportunity. | |||||||||||||||||||||||||||||||
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| The area that Fusion really stands out in though, is level design. All of the areas in the game are laid out brilliantly. I really don't think you could appreciate the genius of this game until you try to get 100% of the items. And don't think that'll be easy. This game, hands down, has the most clever level design I have seen in a video game, ever. From the interlinking sectors, to the speed booster puzzles, the whole of the games design is amazing. This is the one area where Fusion stands head and shoulders above its predecessors. | |||||||||||||||||||||||||||||||
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| As far as replay value goes, Fusion is practically swimming in it. An awesome feature is unlocked once you beat the game that allows you to see how many total tanks you have, if you have all the tanks in a certain area, and how much total play time is elapsed, all from the map screen. When going for 100% (another reason to replay the game) you have no idea how much this helps. Let's not forget the fact that there are also 5 endings, and if you have Prime, once you finish Fusion you can unlock the original Metroid for play on the GCN. But stellar gameplay and replay value aside, I can't help but want more. The earliest known build of Metroid 4 (when it was still called that) featured a half Samus/Metroid hybrid sucking in enemies with a vacuum beam and running on walls for Christ's sake. Ultimately Samus combines genes with not one, but two alien species and the only effect this bears on the gameplay is the fact that you have to chase your health around the screen? Lame. That being said, Fusion ranks right up there with the rest of the series solely on what is included, and you'll be hard pressed to find a better adventure for your Game Boy Advance. | |||||||||||||||||||||||||||||||
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