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Upon the release of both Metroid Prime and Metroid Fusion in Japan, Nintendo thought
it fit to commemorate this Metroid frenzy with an online comic that chronicled
the history of Samus Aran. What followed was a beautifully retro-styled epic with
more than a few narrative twists thrown in for good measure (such as Mother Brain
being a Chozo-created artefact for example). It should come as no surprise then
that Yoshio Sakamoto helmed this project and that the influence of this “eManga”
can be seen in his latest Metroid opus, Zero Mission.
That being said though, Zero Mission isn’t really a “new”
opus, merely a variation on a theme. As the title correctly infers, the game
covers Samus’ first mission on Zebes. Nintendo have done the almost unthinkable
and decided to remake the classic 1986 Famicom version of Metroid. Whilst this
may illicit multiple cries of “heresy!” from the lofty pulpits of
gamerdom, it is also worth pointing out that Zero Mission is an utterly fantastic
game.
The original Metroid was the perfect example of how to eradicate linearity
in game design. It forged a vanguard within the medium, a legacy that still
strives ever onward today. It was this very lack of linearity which gave the
player a sense of mysterious foreboding and that cemented a unique atmosphere
that eventually became the series’ calling card. Not knowing where to
go or what to do was the game’s buzz, so it comes as no surprise that
when Nintendo wished to mass-market one of their heirlooms they thought it fit
to spoon-feed the player with information.
In both Metroid Prime and Metroid Fusion, the player was subjected to an array
of not-so-subtle prompts on where they should go and what they should be doing.
Admittedly, in Prime these little trinkets of advice could be switched off and
the overall size of the world didn’t really allow the crassness of these
nuggets of information to degrade the entire game. In Fusion, however, having
Samus’ ship computer – Adam - bark endless orders produced an overtly
linear experience and put a notch towards the series’ discredit.
In Zero Mission, we are now subjected to a relatively similar set of wonders,
but this time the instructions are implemented in broad, sweeping strokes via
supposedly lifeless Chozo statues, which kindly mark your map. They obviously
can’t tell you why or how you should get to your destination, just that
you should go. Again, this is linear design in a series which historically has
abhorred the ‘A-to-B’ mentality, but the subtlety with which it
is implemented is admirable.
Regardless of this linearity, or maybe partially due to it, the game is now
very tightly designed. Admittedly, Nintendo have had nigh-on twenty years to
hone their Metroid design skills, but the sheer artisanship displayed in the
game’s level design is simply superb. Not only is the main campaign beautifully
wrought but also the subsequent hunt for energy packs and missile packs is a
meticulously honed craft to the point where the player will seek them with a
feverish obsession. So, whilst the main focus of Zero Mission is partially linear,
as in Samus’ journey through the catacombs of Zebes, the subsequent power-up
hunt is by no means as simple or as trite.
As a whole though, Metroid games' length has always been ample. Many can probably
remember the days spent trying to figure out where on Earth they should be going.
These made the games seem almost monolithic in size. In reality though, once
the player knew what he/she should be doing the games were more than digestible.
For example, it is possible to complete Metroid III, considered by many to be
the greatest in the series, in a little less than ninety minutes with 100% completion
(all items collected). In Zero Mission we are faced with a similar state of
affairs, but the guiding hands of the Chozo statues cuts down massively on the
actual game time. Gone are the days when you would sit baffled in front of the
game, wondering where you needed to go next - now it’s all there for you.
Whilst Zero Mission’s world is sizeable, if not in fact notably bigger
than Metroid III, it feels shorter because you know where you are going most
of the time.
There are seven distinct areas in total, with an additional one offered towards
the end of the game. Moreover, the varying influences of Prime’s Chozo
lore have inexorably found their way into Zero Mission. For those that have
played Metroid and Metroid III the re-working of the world layout will most
certainly raise the odd eyebrow of deductive nostalgia. The actual combat is
also remarkably reminiscent of Metroid III, albeit faster and more visceral,
but there are two noticeable flaws within this department.
The majority of the boss fights, even against the now legendary Kraid and Ridley,
are laughably easy, not to mention that the general level of enemy difficulty
is also rather lacking (even on Hard). This is hardly surprising considering
Nintendo’s obvious desire to include a whole new generation into the Metroid
legacy, and many will find the game more than adequately challenging, but the
original was far from easy and that really upped the ante in terms of player
concentration and subsequent anticipation.
Coupled with this is the fact that Samus’ abilities are also very much
in line with series heritage, so much so that there is a noticeable lack of
innovation present. The Normal, 'Varia' ('Barrier', mistranslated) and Gravity
suits still offer their regal presence, as do the morph ball and wave beam.
Admittedly, there is nothing wrong with Samus’ trademark talents and they
are still as engaging as they once were, but the lack of truly new Metroid facets
is a minor disappointment and may upset a few Metroid zealots.
That being said, many a Metroid aficionado will jump with bouts of ecstatic
joy when they realise that, upon completion of Zero Mission, the original Famicom
Metroid is playable in all its 8-bit wonder. In addition to this, for those
that also have Fusion, it is possible to unlock a special Metroid Fusion gallery
via a link-up function.
In conclusion, for all the game’s minor setbacks, Zero Mission is still
a fantastic game in its own right. Not only does it exhibit and exemplify some
of the best 2D level design for almost any action adventure game ever seen,
but it also offers a wealth of engrossing replayability for those that wish
to explore the gloomy depths of the infamous Zebes. Whilst the game does marginally
fall short of classic status, it is still one of the best games in the GameBoy
Advance’s library and most certainly one of the finest games of recent
years.
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