By using this site, you agree to our Privacy Policy and our Terms of Use. Close

I don't know where to start. I haven't even finish the game yet but I think I'm close.

I feel like I must talk about my past gaming history. I'll keep it short. This is the 4th Metroid game I own and played extensively and the other three I played were the Prime Trilogy. I love the first and last one and I'm liking the second one much more in my 2nd playthrough attempt.

But this game is definitely the better Metroid game.

At first I didn't think the game was that special. It seemed like a typical SNES game from Nintendo back then. Great sprites, awesome music, and tight platforming. But I hated using the L and R button to aim diagonally even after I mapped them to zl and zr on the GamePad. I also disliked the controls for using and not using missiles, power bombs, and etc.

But then it clicked. And when it did, I felt like a fool for doubting this game. But maybe it was necessary for me to do so. I had to dislike this game at first. I had to get through the fact - the bias - that I disliked this game because it felt and played like an old 32 bit game. I have been to familiar with 3D enivornment, HD textures, and analog controls. 2D games besides classic Mario and Zelda seem old and awkward to cooperate with.

This is what Super Metroid was like at the beginning. An old, awkward game. And it was. Until you get deeper.

And deeper...

and deeper.

Suddenly, it feels new. Suddenly, you see a sparkle. Or perhaps a glimmer? Whatever it is, however small it came across to you, you realize the game's ability to manifest itself into greatness. Perhaps into something super.

You see, as Samus evolves with each new power-up, so does this game. The old, awkward game made in the early 90's slowly feels more modern. Perhaps I am crediting this to my growing interest and skill in this game in mistake. But that is not the case. Fellow fans can attest to this.

Fans, remember the heightened sense of control the hi jump boots gave? Or the new drive for speed when the speed booster allowed you to pulverize terrain and enemies within your steps? Or even the power of invulnerability by spiraling towards weakling with a charged beam?

These are but a few power ups that make Super Metroid's gameplay evolve and into a great game. But what makes it amazing is the world. In this day where open world games are praised by critics and adored by veteran gamers, Super Metroid's world seems like a hobbit’s house. But hobbits know how to live! Although their homes may be small as they are, it is rich and lively in the inside. So too, is Super Metroid.

Let’s play a game. You win if you can tell me a game that lets you go back to where you started at the landing of your epic adventure. The rules are:

The previous location was at the newest area of the map.  

The destination to that area was treacherous and long.

You found meaningful skills and plenty of upgrades along the way back.

The area of the game’s world is suddenly connected within a few minutes of travel without warping shenanigans.

And the world map starts feeling as familair as the back of your hand.

Did you win?  Then you’ve probably got as far in Super Metroid as I have. This game's world intertwines so beautifully and perfectly, you're amazed this level of design can exist in a 2D sidescroller, let alone in the early 90's! And it's here I felt the whole game click. And the glimmer that steadily shined brighter as I delve deeper into Brinstar revealed the greatness that dwells in this amazing game.

TL;DR: It’s a Super Metroid all right.

Thanks for reading.