![]() Consequently, it is important not to think of Super and Fusion in terms of better or worse as they both approach Metroid from two completely different angles. Metroid Fusion was released in 2002 for the Game Boy Advance after an eight-year series lull and is not shy about flaunting its status as Super Metroid’s antithesis. Metroid 4 always needed to be more than just Super Metroid 2. ![]() ![]() Metroid is an ambitious series at its core, and for the fourth entry to simply follow in Super’s footsteps would be a disservice given how distinct each title in the original trilogy actually is. Super Metroid borrows quite a few design concepts from the first Metroid, but never without radically recontextualizing things to fit its own identity. Return of Samuswas such a good sequel, specifically because it strived to be more than the original on a handheld. The rest of the series could have coasted by imitating Super Metroid game after game, but Metroid is a franchise about exploring the unknown. All the while, Super indulges in a subtle narrative told almost exclusively through visuals. This makes for a very replayable game where each playthrough carries unique pacing - the key unifier being that pace in Super Metroid is always player-driven. Super Metroid will naturally guide you down an intended path like RoS, but allows you to break away at virtually any point like in M1. Whereas the first Metroidis an exploration-heavy adventure in a confusing labyrinth and Return of Samus grounded its gameplay with direction conveyed through environmental storytelling, Super is the best of both worlds without feeling derivative. Super Metroid set new expectations for the franchise when it launched for the Super Nintendo in 1994. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |