On October 4th 1997, a 56 year old Gunpei Yokoi was sitting in the passenger seat
of his friends car travelling on one of the Kyoto freeways, when their vehicle
hit the rear of a truck in front of them. Both vehicles pulled over and Yokoi
and his friend exited the vehicle to observe the damage that had been done. It
was at this moment that they were both hit by another vehicle travelling at high
speed.
The people inside the vehicle were only slightly injured and Yokois friend
escaped with broken ribs. Tragically, Gunpei Yokoi was not so fortunate. He was
rushed to a nearby hospital but was pronounced dead two hours later.
And so video gaming sadly lost one of its greatest mavericks. Although he had
left Nintendo, where he had worked for over 30 years, under difficult circumstances
his place in the annals of history was assured. Inventor of innumerable games
and hardware, including the ever popular Gameboy and the Wonder Swan, Yokoi
was also the divining rod that took Nintendo on a journey from Hanafuda card
maker to video game giant. From the early days of gadgets such as the hand grabber,
shooting ranges and early arcade machines, Yokoi was the initial catalyst that
eventually led Nintendo to develop the Famicon and later to world-wide domination.
He was also the head of Nintendo R&D 1, a team who were responsible for
a wealth of games for Nintendos systems. In 1986, they developed a game
that would rival anything produced by Nintendo for many years. That game was
Metroid. Produced by Yokoi, directed by Satoru Okada and released in Japan on
the Famicon disc system, the game was a revelation on many counts.
The main character was Samus Aran, a bounty hunter looking for the source of
the Metroid, a jellyfish-like alien creature that could absorb huge amounts
of energy. The Metroid were being used by the evil Space Pirates for developing
biological weapons. The game initially played like a traditional two dimensional
platform shooter, but many areas remained inaccessible. As the game progressed,
Samus gained new abilities that would allow access to new areas. Thus the game
area blossomed like a flower and the Samus was taken on a journey from a relatively
weak cyborg bounty hunter to a terrible weapon of destruction, more machine
than
.person. It was a game that would inspire many others, not the
least being the much admired Turrican and more recently the Castlevania games.
Sequels followed in 1991 on the Gameboy and in 1994 on the Super Famicon. The
latter, Super Metroid, produced by Makoto Kanoh and directed by Yoshio Sakamoto
remains a constant favourite on gamers best of all time polls.
This leads us to the latest version of the series, Metroid 4 or Metroid Fusion.
Unlike Metroid Prime on the Gamecube, which takes place just after the first
game, Fusion carries on directly where Super Metroid left off. It is also the
first Metroid game developed by Nintendo of Japan since Yokois untimely
death and remains resolutely in the Metroid tradition of a two dimensional platform
shooter.
In Metroid 2, Samus battled through the planet of SR388, the home of the Metroid.
The Metroid were wiped from the planet, the Queen Metroid being killed in the
process. Unfortunately, unbeknownst to Samus and the rest of the galaxy, the
Metroid were developed by a long extinct race of creatures called the Chozo
to destroy the parasitic indigenous life form of SR388, known ominously as X.
Following the extinction of the Metroid, the X have been able to flourish on
SR388 without any natural predators. On a routine visit to SR388, Samus is infected
with the X which takes over her body and the biological systems of her cyborg
suit, also made by the Chozo. Much of the suit is cut away by doctors in an
effort to save Samus, but the only thing that stops the X is a vaccine made
from the only cell sample of the very last Metroid, which was killed at the
end of previous game.
The X in Samus system is killed instantly, but the Metroid cells bind
with Samus suit, hence the title of the game. Thus Samus must start without
most of the abilities she obtained in the last game and so it begins again.
A distress call is received from the Space Station orbiting SR388. The X are
invading. Samus rushes there to fight the X, now that her suit can withstand
the danger.
Metroid games have taken many inspirations from Science Fiction films and this
time is no different. The fusion of the Metroid with Samus is not unlike what
the character of Ripley undergoes in Alien Resurrection and the X behave in
many ways like the creatures in Invasion of the Body Snatchers. The X is a parasite
that inhabits the body of its host and takes it over from within. Samus will
encounter many enemies that will be familiar to veterans of the series, albeit
this time they are infected with the X. Killing an enemy reveals the X parasite
left behind. If Samus can collect these before they fly off, the Metroid in
her system will absorb the energy replenishing some of Samus health. But
you must be quick. If an X is allowed to be absorbed by another creature, the
creature will become tougher and more resilient. At times, the X can replicate
the creature Samus have just killed.
Veterans of the series will be very much at home with Metroid Fusion. The basic
idea of the gameplay remains very much the same as before, the game gradually
expands in line with Samus abilities. The abilities themselves will be
very recognisable too as there are no new ones to discover, which is a slight
shame. Although the same could be said about Metroid Prime, Fusion does not
have advantage of a new dimension to give the abilities a fresh edge. Thus the
morph ball looks and behaves exactly the same as it always did, although given
that this is the first two dimensional Metroid game in eight years, it can be
forgiven.
Where the game does differ is in its structure. Previous Metroid games have
required that the player does not leave the game alone for too long a period.
The huge, expanding map means that period of abstinence can be confusing, as
the player forgets which area they were going to next. The problem with handheld
games is that it is not unusual for players to leave a game for longer periods
between journeys on the train or where ever the games are played. Nintendo have
worked around this by splitting the space station into seven distinct areas
with the stations computer guiding Samus on what to do next. The current
objective can be replayed at any time and always remains in one of the distinct
areas.
Although it avoids the problems of the player becoming totally lost, it does
imbue the game with a different tone. The style is more episodic than before
and strays further away from the structure of previous Metroid games than (ironically)
Metroid Prime. It also means that Samus has an ever present ally. Although the
ally is merely a computer, it does remove some of the intimidating, solitary
atmosphere evident in previous titles. Before it was Samus working alone against
the entire enemy force with only occasional help from the local wildlife to
assist. This time, the computer is never more than a few screens away.
It could have been much worse though. Initially, the computer barks objectives
at Samus who has to follow them like a lap dog performing tricks. It doesnt
really feel like youre thinking for yourself, just following instructions
whilst blasting whatever moves in between. Soon though, predicaments arise that
require much more cerebral input from the player. Walls are blocked, objectives
are changed and things are not what they seem. Often the player will be confronted
with a dead end, with no obvious means of escape, requiring much lateral thinking
and full use of Samus abilities. A side story develops that introduces
a fairly predictable but nevertheless welcome twist to the plot.
All the time the player is being pursued by SA-X, a copy of Samus controlled
by the X but with a Samus full quota of weapons and abilities. Its
a nice touch, not unlike the Nemesis from Biohazard 3 and although SA-X only
appears at certain scripted points, it re-invigorates the sense of menace that
the company of the computer takes away.
Besides the presence of SA-X, there are many boss fights in this game, more
than any other Metroid title. Its not a very long game, so at times it
can feel like the bosses are coming one after another, but the quality of them
rarely disappoints. Its old school gaming at its best; find the weak spot and
then blast away. Rarely will encounters be won on their first visit though and
some will require a fair amount of dexterity and patience from the player.
The controls though will never let the player down. Despite the smaller D-Pad,
the control always feels tight and precise, slightly faster than Super Metroid
and just as responsive. The eight way shooting is still as intuitive as it ever
was. The loss of two buttons from the Super Famicon has not hindered the game
either. There are still the two kinds of bomb and four types of missile available
to the player as well as different beam weapons, although the weapons replace
the previous versions this time rather than add to the existing arsenal, which
can be just as well as the enemies can get very nasty towards the end of the
game.
After Super Metroid and Metroid Prime, fans of the series may be disappointed
with the length of the main game which will take around six hours to complete.
It has the usual hidden bonuses which goes someway to alleviate this problem,
some of which are more deviously hidden than any other game in recent memory.
Expect to see Metroid Fusion near the top of Gamefaqs most popular lists
for some time.
For those who own Metroid Prime, finishing Fusion will open up the original
Metroid to be played on the Gamecube. Its a true testament to the Fusions
heritage that the original plays so well. For many players it will be their
first chance to see where it all began and why Gunpei Yokois game is held
in such reverence.
And this is the key thing about Metroid Fusion; despite any negative points
its a game that Yokoi would have been proud of. Its not on the same
level as Super Metroid nor Metroid Prime (few games are), but more importantly
it isnt Metroid-lite. Despite the small screen and change of structure,
the game remains true to its roots. Technically, its tour-de force with
some of the best graphics and sound seen yet achieved from the GBA, but more
than that it follows a template that offers superb entertainment for both newcomers
and veterans alike. It may not be highly original, but then there hasnt
been a Metroid title nor anything quite like it for some years.
And so the series that Yokoi and his team created back in 1986 continues and
the memory of the great man lives on. The Gameboy may be Yokois legacy,
but the Metroid series remains his masterpiece.
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