Between the Buried and Me – Colors II

Between the Buried and Me (BTBAM) released Colors in 2007, an album that would change my life and the way I thought about music. It also changed a lot for the band, helping them away from the metalcore scene they were forged in, to opening slots in Amphitheaters with the likes of Dream Theater and Opeth. Those who were brave enough to get past their long name knew of their progressive tendencies, and on this album, it was on full force, like nothing before it, and in my mind since it.

My love for that albums lies in its balance. Balance between heavy and soft sections. Balance between knowing when to take itself seriously and knowing when to surprise its audience. Balance on knowing how long to stay on a riff or a grove. Balance in its transitions. Perfect balance in its 8 unique and equally important parts, that flow through as one. A balance, that I search for in all albums, but is very rare to find.

So when BTBAM announce a sequel to this album, I don’t take it lightly. This album has a lot of weight on its shoulders, and I don’t want a quick and easy cash grab.

The first single “Fix the Error” immediately left a bad taste in my mouth, aside from some Colors like arpeggios and some drum solos (that I did not yet know were 4 different drummers). It was quirky. It was punk like. And it had a vocal part that continues to grind at me after many listens.

Not at all what I think of when I think of Colors.

“Revolution in Limbo” was the next single, and this one blew me away. It sounded like old BTBAM. As if I could have been on the original Colors album. With brief moments that sounded like Alaska as well as ones that could have been on The Great Misdirect. The balance was back. Metalcore riffs, sweeping guitar licks, transitions that made sense, a confidence in its sense of melody, and a 9 minute runtime that just flew by.

Now I was confused. And the next single didn’t help me out either! A keyboard driven proggy/funky, technical death metal song that sounded more like the bands BTBAM inspired rather than themselves. Something that could have been done by The Contortionist or White Arms of Athena, while still fitting right at home on a Tommy (vocalist) solo record. Now I have three very different songs and no clue, how it all comes together.

On my first listen to the whole album, I’ll be honest. I didn’t think it did. It felt like a bunch of different eras of BTBAM all fighting for seniority. I knew there were good moments and songs, but was ready to write a review about how the balance and melodies were severally lacking.

And then I listened to it some more.

And this long overwhelming album started making sense. Not only that, but it was flying by. And just because it didn’t have the same kind of standout melodies that the first Colors had, didn’t mean it didn’t have flow.

Flow became the word of the album, because I hadn’t realized until that point how much the flow was lacking on Automata and Coma Ecliptic. I’m not saying BTBAM forgot how to write an album. They’re obviously masters of that. But it wasn’t just songs connected by lyrics anymore. Musically, this album was making sense.

From the soft intro of “Monochrome” that we know to expect from them (starting with “Foam Born (A)” from Colors, to the subtle hints and similarities of “The Double Helix of Extinction” to “Foam Born B”. This song snd “Revolution in Limbo” are a ferocious double punch with drumming and guitar chugging that feels like an old friend returning, even though they’ve made a career out of it. Soon you start hearing references to all kinds of BTBAM songs. Is the drumming a reference to “Ants of the Sky”? The vocals a reference to “Lay Your Ghosts to Rest”? The melodic lines a reference to “Informal Gluttony” or “Extremophile Elite”? You start to wonder if they were intended or not. Standouts of the song are the growls (curtesy of drummer Blake), and Ants of the Sky saloon reference.

In the context of the record, “Fix the Error” comes at a perfect spot. Now that they’ve reintroduced the modern life and isolation themes of the first album, the theme of upbringing and revolution makes more sense. It truly becomes a time to celebrate (though I still hate the “if you see the rainbow” part).

“Never Seen/Future Shock” is an 11 minute epic with “Telos” like riffs, melodies, random medical sounding sections, but it also demonstrates something on this album. Not only their confidence, but their sense of fun is really blending so well here. Maybe cause they could reference themselves so much, or maybe cause the songwriting came more naturally. But these long songs with twists and turns don’t feel like they’re dragging on. Even after a section with crazy timing, it pays off with about 4 minutes of beauty.

“Stare into the Abyss” is a keyboard driven electronic track that we’ve come to expect from them, but it provides necessary breathing room and has a post-rock climax. This before the chaos of “Prehistory”, with its video game/cartoon sounds. It follows in the footsteps of “Bloom”, “Voice of Trespass”, and “The Ectopic Stroll”, for the fun section of the album.

If the first half of the album showed they could still pull up their older and heavier style at will, this second half shows their arsenal of tricks aren’t just gimmicks, and the transitions are phenomenal. “Bad Habits” is one of the most interesting tracks in my opinion because it’s got a strong old school Prog vibe. Hints of King Crimson, Genesis, even Gentle Giant scattered throughout their aggressive delivery. From the keyboard tones, jazz, folk, and classical, it is definitely a Dan (bassist) song, it brings out the best in Tommy, especially with its emotional delivery of lyrics like the return of “sleep on, fly on” from “Ants of the Sky”.

Then comes the aforementioned “The Future is Behind Us” which sounds so fun and welcoming in comparison, before moving on to “Turbulent”, which actually doesn’t live up to its name. In actuality, it is another moment of simplistic electronic keyboard parts, continuing what the previous track started while making references to other songs, bringing different ideas together. It just lets you get to the music while building up for what is to come. But before they do that, they actually drop out for a bit with “Sfumato”.

Like “Viridian” before it, the band provides breathing room before the epic closing track. It introduces what will be a main theme on the keyboard while giving off serious David Gilmour vibes, which you can never have enough off. This just leaves…

“Human is Hell”, which acts as the “White Walls” of the album. Starts off similar with a driving riff they actually borrow from The Great Misdirect. It follows a similar trajectory as “White Walls” but not without its surprises! The title of the song is said in a part that reminds me of Digging the Graves” by The Faceless. The first few minutes are almost punishing in how heavy it comes off, and then the melodic chorus comes out of nowhere, almost bittersweet.

It’s impossible to say everything that happens in the song, let alone all the references. Halfway through the melodic melody from “Sfumato” comes back and introduces an extended soft section with beautiful lyrics, melodies, and solos. Then a familiar chord progression leads to a keyboard build up, similar to build ups we’ve seen in their epics before. You can already imagine the audience getting pumped up at this part for the big finish.

After a “Swim to the Moon” nod, a “Prequel to the Sequel” like breakdown, and mini drum solo, we have a brief soft part, before the final chorus. Once this ends, we have the brief major key guitar solo like seen on “Goodby to Everything (Reprise) and “The Grid”. This gives it a classical finale ending, as opposed the sorrowful one of “White Walls”. This is one of my few gripes because it feels like band is relying on it too much, but it is a short gripe for such a triumphant album.

It is so hard to condense writing about this long album with all its references, all it twists and turns, all its technicality, and all its musical sensibility. I fear this review might already be as long as the album itself. But to try and summarize, for someone who was so worried about a sequel to something they loved so much, it wasn’t quite what I was expecting. Then again, how do you expect a sequel to something that was so unexpected in the first place. But the band passed the test with flying colors, finding a confident way to pick and choose the best parts of their career without completely redoing it.

BTBAM has always had the unique ability of sounding like everyone other band and yet only like themselves at the same time. There wasn’t much they needed to prove to their fans at this point, but their impressive talent to continue challenging themselves while playing some of the most challenging music out there is nothing short of inspiring.

Metroid: Zero Mission (2004)

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Zero Mission is an enhanced remake of the original Metroid game from 1986. It was released in 2004 and was designed to retell the story of Metroid with a game play that is more like later Metroid games such as Super Metroid and Metroid Fusion. The story and the layout are heavily based on the original, with a lot of new things added in. This is why I have trouble saying that it is identical. The correct term would be as follows:

“reimagined”. 

The story (like the original) finds Samus traveling to Planet Zebes after learning that the Space Pirates are experimenting with Metroids in order to duplicate them and use them as weapons. Samus must find Mother Brain (a mechanical life-form that controls the Space Pirates’ base) and destroy it. Unlike the original, even though you start in the exact same spot, the game gives context. There are words and images before you start playing. This is something that started in later Metroid games, but also really makes a difference in how you approach and think differently about the game. From there on out, the concept is the same as the original. Go around Brinstar, acquire powerups, find Kraid’s hideout, beat Kraid, go to Norfair, find Ridley’s hideout, beat Ridley, go to Tourian, find face the Metroids, find Mother Brain, destroy Mother Brian, and escape the planet before it explodes.

However:

This is where the game drastically differs. Despite being the original ending, you are now faced with a whole new game. For those that haven’t played it, SPOILER ALERT!!!


 

On your way off of Zebes, your ship is shot down. You land near the Space Pirate’s Mothership. Samus decides to explore the ship, as well as the nearby Chozo Ruins. This portion of the story is extremely difficult, because you lose your power suit, and are left with only your “Zero” suit (as seen in Super Smash Brothers games). There is no arm cannon or defense. Space Pirates hurt, and you can only stun them for brief periods of time. This part of the game is about running, hiding, avoiding, and being quick as much as possible. You have to hide to advance, because gates close while Space Pirates see you. Eventually, you reach a part in the Ruins where you learn about Samus’s past. You prove your worth, and receive your suit again (with all possible power ups/variations). From there, you go back through the ruins and the spaceship as an unstoppable force (you can also find hidden ways to go back through the rest of the planet and retrieve all hidden power ups) before going back to the ship, to the top near the control room, and face the final boss: Mecha Ridley.

Having the ability to go back and journey through the rest of the game is a great idea because it really makes you appreciate all of the different areas, designs, and all of the secret pathways that you can travel in and out of.

After defeating him, you must hurry back through the ship, enter one of the space pirates smaller gun ships, and evacuate before the Mother Ship blows up.

The game is fun because of the two final bosses and two times that you have to race to the finish before time runs out. It is a nice addition with new areas such as Chozodia and the Chozo Ruins. The game is much smoother and is not as frustrating as the original. It is easier to jump around, avoid enemies, and not get trapped getting hit over and over. The graphics are great and really bring the features to life. The enemies look way more menacing and are harder to defeat. There are also several added mini bosses along the way.

Because you don’t receive missiles for beating the two bosses like you did in the original, there are more missiles to pick up along the way. The maps are virtually the same layout. Many of the items are even in the exact same spot. However, some items in certain spots may change between game to game.This is because of the addition of “power bombs” and “super missiles”. Where a missile may have been in the original, there is now a power bomb or a super missile. Then the missiles will be located in the new hidden pathways that have been added into this game.There is only one ice beam to pick up this time, as the “ice beam” and “wave beam” can work together like they did in Super Metroid. Many energy tanks, suits, boots, screw attacks, and other things like that are in the exact same spot.

It was a really great experience playing this game, especially right after playing the original, because you can see the attention to detail and how similar the two games really are. It makes you have more appreciation for the original, especially when thinking that it came out in 1986. It is makes you give the team who created the game a lot of credit for being able to remake the game and bring it up to speed in the year 2004. The advances are great, and it doesn’t feel outdated like the first one kind of does. It is definitely worth playing over and over again.

The only complaint I have, is that after playing this game, the original, and Super Metroid, I felt like I had played the same story over and over again so many times. Especially since Super Metroid was already basically an updated version of the original on a bigger scale. It feels like a little bit of a copout, but not enough for me to not enjoy the game and what they did here. Especially when Metroid Fusion and the Prime Trilogy are so different and unique. Super Metroid might still be my favorite game of the franchise, but this does a really great job of paying tribute to the original and bringing it to a whole new generation of fans.

Metroid (1986)

Metroid (1986) – 89/100

– The game that started the whole franchise, and yet it was the last one for me to play. Heck, I even played it’s remake Zero Mission (which I will review later) before I played this one. The thing is, I’ve played it for years on a computer, but it wasn’t until recently that my good friend Arta got me the Game Boy version of it, which allowed me to play it on a GameCube, so I could finally enjoy the original story with a controller as it should be.

The game was originally released in Japan in 1986, North America in 1987, and Europe in 1988. It was re-released and remade for Game Boy Advance in 2004, released for Wii in Europe and North America in 2007, and finally released for Wii in Japan in 2008.

The story is the first in the Metroid chronology, and sets place on Zebes where Samus is trying to retrieve Metroid organisms stolen by Space Pirates. They plan to replicate them by exposing them to beta rays in order to use them as biological weapons. This is basically the premise that gets re-imagined in many of the later games such as The Prime Trilogy and Super Metroid. In addition, the game play and scenery also feels familiar.

Like in Metroid II: Return of Samus, there are no cut-scenes or intros to explain the game.  You start right in the caverns of Zebes with enemies to your left and a power up to your right. The powerups don’t tell you what they do, and your only way of knowing what they do are based on the symbols (which have become standard in the franchise). Also, like Metroid II, there are no maps, and it is very confusing to know where to go at first. The story is hard to understand at first. The rooms/tunnels all look the same, seem to go on forever, and eventually end up with either a power up or a temporary dead end. However, once you find the room with the two boss statues, things start to make sense.

I am obviously not going to keep making comparisons to how this one is similar to Zero Mission (because they are  the same game). The differences lie in the fact that this game does feel older instead of just looking older. Like Metroid II, the controls are not smooth at all. This can be very frustrating when you get hit by enemies over and over again. Zero Mission feels a lot smoother like Metroid Fusion does, has more bosses, more areas, and… oh yeah… has SAVE STATIONS. Have I mentioned that this game does not have them???

Instead of Save Stations, when you die, you return to the beginning of the area with your power ups, but only with 30% health, which is why once you’ve died, it’s so easy to die again. This is all due to a password system to get you back to the start with your power ups. However, if you play it on the Game Boy version, the passwords are already saved for you.

The locations, bosses, and objective (because it all takes place on Zebes) is very similar to Super Metroid. However, like Zero Mission, that game has way more going on. More bosses, more areas, and more powerups. This game is very basic in comparison to those later games, though it may not seem so at first. To get to Tourian and face the Metroids and Mother Brain, you have to beat Kraid and Ridley to open the pathway.

There are two areas in the game: Brinstar and Norfair. No water areas, no forests, no haunted spaceships, just caverns and lava areas. Each area has a path that leads to lower areas. These areas are Kraid’s Hideout and Ridley’s Hideout. These areas are basically mazes to get through to face these two bosses. What’s interesting in this game is that there are not as many powerups around. There are quite a few hidden missiles, but you actually get the majority of your missiles from beating these two bosses.

Other power ups include the Long Beam (which makes your beam shot farther.. obviously), the Screw Attack, High Jump Boots, the Varia Suit (which helps reduce damage done to you), and 8 energy tanks are hidden throughout the game.

The two types of beams in this game are the Wave Beam and the Ice Beam. I am not a fan of the Wave Beam because it does not shoot rapidly. It is harder to control, but does more damage. The Ice Beam is more helpful, and it is necessary to beat the Metroids at the end (which is why there are actually two of them hidden in the game).

Once you beat both bosses, you go to Tourian, face the Metroids and face Mother Brain. This boss battle always takes me two tries, cause the first time you have to shoot things to get to Mother Brain, and all the stuff going on around you racks up a lot of damage. Luckily, those things won’t be there if you die and try again. If it takes you two tries, going straight up to Mother Brain and shooting it over and over again is very easily.

Finally the game ends with you going up a very tall room to escape before the time runs out. This is slightly hard because of the controls, but I have always been able to do it on my first try.

All in all, it was very enjoyable playing the game that started the franchise. It actually amazes me because it is quite a difficult game, and I can’t imagine how people must have felt about it when it came out in 1986. The beauty of the version that I played is that once I won, is that it started me at the beginning with all the power ups already in hand. This was fun, because it made the game much easier and quicker. It made me try to speed-run it (though I haven’t gotten the best time yet) and appreciate the detail of the game so much more than just getting frustrated at it over and over again.

Metriod Prime 2: Echoes (2004)

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Metriod Prime 2: Echoes (2004) – 94/100

– The Metroid franchise continued with the Prime Trilogy just two years after the first installment. Echoes begins like most games do for Samus: with her recieving a distress signal. She is sent to rescue Galactic Federation Marines whose ship has landed on the planet Aether, which is inhabited by a race known as the Luminoth. She discovers that the planet was struck by a large meteor that split the planet into two separate planets: Aether, which exists in the normal realm, and Dark Aether which exists in a dark dimension. She also discovers that the troopers were killed by a race known as the Ing, who are the inhabitants of Dark Aether. The Ing are trying to gain control of both Aethers so that the darkness will prevail. In order to prevent this and save what remains of the Luminoth race, Samus must go to three different temples located in the dark world to regain the stolen light, ensuring the destruction of the Ing and the return of power and energy for the Luminoth. Samus travels back and forth between the two planets through the use of portals. The game starts with Samus exploring the Temple Grounds area, allowing the player to get used to the controls and the extremely dark storyline. This area contains The Great Temple, where the final battle occurs. From there, Samus explores three other areas: The Agon Wastes (a desert area that contains a Space Pirates Fortress), The Torvus Bog (a forest/swamp area with a large underwater section underneath the temple of this area), and The Sanctuary Fortress (a large Fortress with robots who used to work for the Luminoth but have been corrupted). In each area, Samus must find three keys in the dark world to gain access to the dark temples (replicas of temples located on Aether) and fight the main boss of each area. Once Samus has done this, she must find 9 keyes located throughout Dark Aether (with the help of clues Samus finds along the way) to gain entrance to the Sky Temple (a dark replica of The Great Temple). There she faces the final boss: The Emperor Ing. Along the way, Samus also encounters Dark Samus, a replica of herself that was created when the Metroid Prime from the first game in the series attached itself to her after its defeat. Samus must fight her three times throughout the game, each time becoming more difficult than the previous time. The game play and weapons are similar to the first game. The use of portals to go back and forth gives this game an interesting dynamic. The air in Dark Aether is toxic, which means that Samus is constantly losing life if she is not protected by light shields that are scattered throughout the world. This makes fighting bosses in Dark Aether extremely difficult because Samus must always be aware of her life. Some interesting pick ups include the Light Beam (modeled after the plasma beam from Metroid Prime) and the Dark Beam (modeled after the ice beam from Metroid Prime). Another interesting feature is the Light Suit, which Samus acquires towards the end of the game, and allows her to not be affected by Dark Aether’s atmosphere and also allows her to travel through beams of light so that elevators are not necessary to go from area to area. Some boss fights are really unique in this game as certain ones require Samus to fight in morph ball mode, making bosses like the Power Bomb Guardian a personal favorite of mine. However, the game is overall more difficult and challenging than the first one. Not only because of the dark atmosphere, but also because of the lack of save stations, and because of bosses like the Spider Guardian and the Boost Guardian which are commonly agreed to be among the toughest in the franchise. Once you have beaten the game, there is also a hard mode, which makes the game even tougher (I have never beaten the final boss on hard mode). The challenging nature of the game makes it one of the Metroid games I play the least, but I still have a lot of respect for the amazing attention to detail and the incredibly interesting storyline. The game also is the first to feature a multiplayer mode with a mini game similar in style to 007: Goldeneye, where players try to defeat each other using weapons in arenas. This gives the game an attempt at more playability and I appreciate that. Overall, it is another unique addition to the franchise and to the trilogy. Not better than the first one, but there was a lot of effort and care in making it a whole new experience.

Metroid Prime (2002)

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Metroid Prime (2002) – 99/100

– The other Metroid game that was released on November 17th, 2002 (8 years after Super Metroid) was Metroid Prime, released for the GameCube. It began the Prime Trilogy, and was the first Metroid game to be a first person shooter style (with the exception of Morph Ball form which is in third person camera style). The game starts with Samus exploring a space station that sent out a distress signal. This is the part of the game that teachers you how to play while exploring what has happened. Samus has the ability to scan creatures, data, and items so that she can acquire information on the storyline in addition to tips on how to advance. In this ship, Samus encounters Space Pirates and the first boss of the game, The Parasite Queen. After defeating her, the ship beings to self destruct and Samus must escape. While doing so, she sees Ridley and follows him to a nearby planet called Tallon IV. Like Super Metroid, this planet has different areas that are connected by elevators. Samus explores the area with the help of maps and the hint feature which is new to this game, and acquires power ups that will help her on her way. The areas are the Tallon Overworld, which is the rainforest/jungle like area that Samus initially lands on, the Chozo Ruins, which is a desert like area with temples, The Magmoor Caverns, which is a cavern system containing fire, lava, and Space Pirate structures, The Phendrana Drifts, which is an ice/snow area containing temples, Space Pirate research labs, and caves with water, and The Phazon Mines, which is a huge three level mining facility that contains poisonous phazon, huge mushrooms, and tons of space pirates. Samus learns that the planet once contained an intelligent ancient race known as the Chozo, who were wiped out when a meteor impacted the planet. This meteor brought the poisonous element known as phazon, turning the waters poisonous, creating deadly plants and flowers, and bringing new and destructive creatures. Samus encounters mini bosses as well as main bosses in each of the areas (except for The Magmoor Caverns which acts more as a connector to all the other areas). She also must solve puzzles to collect all of the Chozo Artifacts to enter the “Artifact Temple” (located on the Tallon Overworld). There she will enter the Impact Crater (where the meteor hit the planet) and face the cause of all the phazon on the planet: Metroid Prime. She is the reason there are metroids on this planet, and that is the reason the Space Pirates are there, trying to harness their power as always. Needless to say, this game has a very interesting plot and the backstory is thorough and fun to discover. The game play is smooth and very easy. The new features such as the lock on target and the ability to move in a circle while shooting at an opponent is very helpful and very important. The bosses are very unique, and contain some of the most memorable enemies that Samus has ever encountered. The diversity between areas makes the game absolutely beautiful to look at and the soundtrack is one of my favorites of all time (including a mixture of songs from previous Metroid games and completely brand new ones. Like Super Metroid, I can not talk about this game enough. If Super Metroid represents the classic era of video gaming, this game represents the new era of video gaming with its elaborate puzzles and occasional cut scenes. The average game time is about 20 hours, which is what it took me the first time. Now, the game takes me about 10 to 15 hours. People get frustrated at the constant wandering and backtracking, but I enjoy every second that I play this game. I have no complaints.

Metroid Fusion (2002)

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Metroid Fusion (2002) – 91/100

– With the success and critical acclaim of Super Metroid, fans desperately wanted a new game in the franchise and the creators tried to release one for the N64 system. This ended up not happening and there was an 8 year gap between games. On November 17th, 2002, the creators made up for it by releasing not one, but two new games. One of them was Metroid Fusion which was originally released on the Game Boy Advance (however, like Metroid 2, I played this game on the GameCube thanks to the attachment). Metroid Fusion (also known as Metroid 4), bears heavy resemblance in visuals and in gameplay to Super Metroid. However, the creators made sure that this game would have a new story and objective rather than just being a sequel or a rehash. The game focuses on Samus, who while investigating the planet SR338 comes in contact with the deadly X Parasite virus. To save Samus, she is sent to the Biological Space Lab (BSL) where they inject her with DNA from the metroid she saved in previous games. This makes her weak to cold but it also allows her to bond with X Parasites and regain her health. Parts of her infected power suit could not be removed and instead she wears a partial armor suit known as the fusion suit. When she wakes up, she is sent by the Galactic Federation to investigate an explosion that happened on the BSL and the game begins. The space station contains a Main Deck and 6 lower sectors (to observe and study different kinds of creatures) that are all accessible from the Main Deck through elevators. The lower levels are Sector 1 (SRX – a re-creation of the planet SR338), Sector 2 (TRO – a jungle area), Sector 3 (PYR – a fire/lava area), Sector 4 (AQA – a water area), Sector 5 (ARC – a snow/ice area), and Sector 6 (NOC – a dark area). With the help of her ship’s computer (nicknamed Adam), Samus explores the areas in such of answers. The gameplay is very linear (in the way that Metroid 2 was). Samus goes to Navigation Rooms to tell her where to go next (much like the hint system in Metroid Prime). Adam will tell Samus to find control rooms so that different color doors will open (she must find hidden ways into them), or he will tell her to go to development rooms in order to acquire a specific upgrade, or he will also tell her to go to rooms to check out something that is wrong (which will usually end up as a boss fight). It is possible to ignore these commands for a little while and explore the areas to find missile and health upgrades. The boss fights are similar to the style of previous Metroid games (focused on spamming missiles), but like the boss fights in Super Metroid, each boss is fun and challenging to face (not as unique from each other as later Metroid games, but more unique than the bosses from Super Metroid in my opinion). One function that allows a little more diversity in this game is the ability to climb on ladders and to hang from them so that you are able (and might have) to shoot bosses from above. The story is definitely the main focus, which is not a problem because it makes it very unique in the series. It was the first side scroller game in the franchise to have cutscenes. Also, Samus eventually finds out that the X Parasite has the ability to replicate its host, and Samus encounters a replica of herself known as the SA-X. The SA-X is way too powerful for Samus to deal with in her still weak condition, and she will either have to hide or run away from it during their many encounters. Also, Samus eventually finds a hidden lab, and discoveries that the Galatic Federation have been secretly using the metroids DNA to clone metroids in order to try and harness their powers. She finds out that the Galatic Federation are on their way to the ship, and knows that the X Parasite will overcome them. In order to prevent the spread of the virus throughout the galaxy, she decides to crash the ship into SR338. Along the way, she has to deal with a final battle against the SA-X as well as the final boss in the game: An Omega Metroid. Overall, the story is definitely the most impressive aspect of the game (that is not an insult to the gameplay). I found the boss fights to be challenging but not as memorable as other games. I really liked the different areas and thought that it had a nice diversity of creatures and areas for platforming. The music is good (better than Metroid 2, but not better than Super Metroid or Metroid Prime), and the game doesn’t bring a lot of new upgrades into the mix (but then again, it didn’t need to because all of the classic items are still there). Not my favorite Metroid game but enjoyable to play and very memorable overall.

Super Metroid (1994)

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Super Metroid (1994) – 99/100

Super Metroid was released three years after Metroid 2 for the Super Nintendo System. The story picks up right where the ending of Metroid 2 left off, but it terms of gaming, it is miles ahead. The story takes place on the planet Zebes, where Samus searches for a metroid that was stolen by Ridley (the leader of the Space Pirates) out of the hands of the Galatic Federation who was trying to research and understand metroids. Like all Metroid games, Samus explores a huge open ended area that allows for backtracking. Unlike Metroid 2, it is not linear. In that game, once you were done with an area, you did not need to return to it again. In this sense, it is much more like the original Metroid game. This world consists of 4 different and distinct areas that you are constantly moving between and going back to. This is because different power ups are located in different areas and it is necessary to continue to gain these power ups to advance. In Metroid 2, some of the power ups were not necessary to advance. Some of them were, but others just tended to make things easier. The areas consist of Crateria, where the ship lands and involves tunnels and caverns as the name would suggest, Brinstar, which is a jungle/forest like area with a wide array of wildlife, Maridia, which is a water area and contains a diversity of sea creatures, and Norfair, which is a hot area consisting of fire and lava. Another smaller area is the Wrecked Ship which is a mechanical spacecraft which is destroyed and contains electrical areas, robots, and ghosts. Most of the areas contain mini-bosses and 4 of the areas contain main bosses. Once all of the main bosses have been beaten, a new area called Tourian opens up in the heart of Crateria where you will experience the metroid you have been looking for (now the size of the metroids you experienced in Metroid 2), as well as the final boss Mother Brain (which is the same final boss that you battle at the end of the first Metroid game). Elevators connect the different areas and the path is not always clear. However many times you think you have explored it all, there is always something you are missing, and the flow of the game makes more sense with each time you play it. The game has very unique upgrades that help you on your journey. These include different kinds of beams, missiles, morph ball upgrades, speed booster, gravity suit, varia suit, space jump, screw attack, grapple beam, and X-ray vision. The game play is very smooth and some of the complaints I had with Metroid 2 are essentially gone from this game. The jump responses when doing wall jumps can sometimes be a little difficult, but overall the smooth gameplay makes this one of the most enjoyable games to play time after time. The boss fights are fun and challenging at the same time. Like Metroid 2, they are focused on spamming missiles, as opposed to Prime Trilogy where there are more unique styles of fighting bosses. The areas are very interesting to look at considering that this game was made in 1994, and the music might be one of the best video game soundtracks I can think of. It is creepy, atmospheric, and perfectly fits the mood of each of the areas. Certain music from this game have been used in subsequent Metroid games giving them a nice sense of nostalgia. All in all, I cannot say enough about this game. It is always a pleasure to play and to get better at. The average play time can range from about 5 to 10 hours, with many people becoming so good at it that they can speed run it in about an hour or two. My average play time comes to about 6 or 7 hours. I personally enjoy taking my time when playing this game and making sure that I’ve been to all the areas and that I have gotten all the possible upgrades. There are some parts of it that can be frustrating, but over all it is one of my favorite games to just relax to while playing.

Metroid II: Return of Samus (1991)

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Metroid II: Return of Samus (1991) – 87/100

– At the time that I did this review, it was the earliest installation of the franchise that I have played, and yet it was also the most recent game I had played through. This game was originally released on the Game Boy console, however I played it on a Game Cube system thanks to the attachment. Unlike the other Metroid games I played, this one did not start with an area to get used to your controls or get an idea of the plot (I am unaware of the story was in the booklet that game in the original game). The game starts with Samus existing her spaceship on some planet’s surface, and immediately you control her to enter the caves of the tunnels below. Eventually you run into a metroid and once you kill it, you realize that there is a number with a picture of a metroid in the corner has decreased from 39 to 38. And suddenly, it all makes sense. You have come to this planet (known as SR388) by orders of the Galatic Federation to exterminate all of the metriods that exist on it. So you’re off in search of the remaining metroids. This was the first Metroid game I played that did not have a map. It was frustrating for me at first because I kept getting lost and all the corridors looked the same (and this was in color. I can’t imagine what it must have been like playing it in just black and white). Eventually, after the playing the game for a while, it all starts to make sense. The planet contains little subsections, and you can not move on to the next one without killing all the metroids in that specific area. Each time you do, the earth shakes, and an area that used to contain lava will become accessible. Along the way, there are lots of power ups. You can gain missiles, an assortment of beams, health, and typical Samus abilities such as the screw attack and the morph ball. All these things will help you on your way. There are also save stations along the way so that you are able to save your progress and pick up from where you left off. As you go through different areas, you encounter different kinds of species of metroids that are tougher and tougher to kill. Metroids stop looking like jellyfish, and start looking like giant lizard creatures. After 9 areas (not including the one you started on), you will reach the final area where you will encounter the queen metroid and complete your objective once and for all. All in all, it took me about over 5 hours to complete the game the first time. The controls were a little frustrating for me at times. Sometimes they were too touchy, sometimes they weren’t touchy enough. I found myself having to climb up the same cliffs over and over again because the controls just weren’t as smooth as in later games. Also frustrating is how you don’t have much control over Samus when she gets hit and she is most likely to get hit several more times before you get your grounding again. I finally got used to the controls and style of the game towards the end of the first play. Because of this, I instantly played the game again so that I could enjoy the beginning of it now that I was used to it. I was really happy to say that I enjoyed the second time a lot better and completed the game at just above 3 hours. It is definitely more linear than most Metroid games I’ve played due to the subsections, however there is still plenty of chances to get lost and wonder where everything is. Aside from that, I enjoyed the concept and like the idea of counting down how many enemies remain. I also found the final boss to be a challenging fight when you are not sure what to do, but a really fun boss fight once you know what to do. I also really enjoy the ending, after you have beaten the boss and make your way back to the surface level.

Metroid

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 Metroid is one of my all time favorite video game franchises. The franchise consists of 11 game, the first one being released in the year 1986. It is science-fiction/action & adventure and follows main character Samus Aran who is a bounty hunter. Her main enemies are the Space Pirates who are constantly trying to harness the energy of metroids (jellyfish-like creatures) into a power source. The reason this franchise is my favorite is because it combines platforming with exploring, puzzle-solving, shooting enemies, acquiring power ups, all in giant nonlinear areas. It was one of the first games to provide backtracking, which made things tough. Some games provide maps and some games require you to explore the area for yourself. Either way, you must acquire power ups and defeat certain enemies in order to move on. So even though it does not some like it sometimes, there definitely is an reason to it all and a method to the madness. Unlike the Mario franchise or the Zelda franchise, the mood is much darker. It is also one of Nintendo’s most financially and critically successful franchises.


Metroid (1986): 

Metroid II: Return of Samus (1991):

Super Metroid (1994): 

Metroid Fusion (2002): 

Metroid Prime (2002): 

Metroid: Zero Mission (2004):

Metroid Prime 2: Echoes (2004): 


Games Still to Review:

 


Metroid Prime Pinball (2005)

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Metroid Prime Hunters (2006)

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Metroid Prime 3: Corruption (2007)

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Metroid: Other M (2010)

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