Developer: Nintendo Publisher: Nintendo Release: 11/18/02 Genre: Action
As hard as it is to believe Metroid went in to a long hiatus after the seminal Super Metroid. With the advent of 3d the entire industry had to relearn game design to take advantage of the third dimension. Some series like Mario and Zelda made the leap look effortless. Some like Sonic are still floundering to this day. But in 2002 Nintendo would give eager fans a double dose of their favorite hunter on the same day with Metroid Prime and Metroid Fusion. Retro’s first person adventure would steal the spotlight. However Metroid Fusion would prove itself a great game in spite of some controversial design decisions and give 2d fans more of what they wanted. Do not pass this one up.
Samus’ destruction of the Metroid on planet SR388 has had an unfortunate side effect on the environment. The Metroids were the natural enemy of the X parasite and the only things keeping them in check. On a routine scientific excursion on SR388 Samus is attacked by an X parasite. The parasite infects her and eventually spreads to her nervous system. The only way to save her is to remove the infected parts of her power suit and inject her with an experimental Metroid vaccine. It works but changes her physically as well. But before Samus can celebrate an explosion rocks the Biologic Space Lab where the X parasites as well as the infected portions of her power suit were sent. Fearing tragedy the Galactic Federation recruits to investigate with a new ship. But there is one condition; the ship’s new computer is her overseer. With no other choice she capitulates.
The plot of Metroid Fusion is one of its strongest elements. In the beginning Samus is stripped of her power and the hunter becomes the hunted. Unable to face the SA-X parasite that is mimicking her at full power you must run when you encounter it. As well her unwilling cooperation with the Galactic Federation strips of her some of her agency. Whereas before you were free to explore the world as your equipment would dictate this is a more guided experience. It is just as frustrating for players as it is for Samus, a feeling she vocalizes while traveling between zones. I like seeing Samus inner musings; it is a clever way to add character without forcing cutscenes into the game. This could very easily have been a disaster. Instead it becomes one of the game’s strengths.
Because the GBA has fewer buttons than the SNES controller there are changes and additions to the controls. However they work in the game’s favor. Rather than cycling through different missiles and bombs they are additive or work by charging. Similarly there is no dash button. Samus natural run cycle will turn into a power dash with enough room with the dash boots. All weapon power-ups equip automatically and like Super Metroid stack. Wall jumping is not as effective however Samus can grab ledges and puller herself up which is just as good. The more esoteric weapons like the grappling hook and x-ray visor are gone but the game is designed around that.
Metroid Fusion takes place entirely on the Biologic Space Station with its six self-contained sectors. Each sector is its own habitat that interconnects in unique ways. However the game’s approach to exploration is its most divisive element. The game dictates the areas you can explore and in what order. Once you reach each section how you go about your objective is in your hands. But for those who like the freedom to tackle the game in the order you like it is stifling. Any attempt to wander off the path the game has set is blocked, literally, by the SA-X.
How much you enjoy the game will depend on how much you like this setup. While I miss the free form exploration of the past titles the way it is set up here works. Each sector is larger than it appears and the entire space station is connected in ways that are unexpected. Toward the midpoint it begins to open up and allow you to revisit prior areas for secrets. While you receive power-ups in a specific order it is also for a reason. When you start the game Samus is very weak. But with each upgrade the feeling of amassing power is more palpable than in any other game in the series. When you reach the inevitable showdown with the SA-X it is satisfying to finally hold your own. This is the triumph of the game’s design.
The difficulty is near perfect in Metroid Fusion. You start out very weak and death can and will come swiftly. However the game is liberal with its life restoring X parasites to mitigate this. Missiles, energy tanks and bomb upgrades are easy to find even without the X-ray visor. With every new power earned it becomes that much easier which is intentional. The late stages of the game introduce the space pirates and more resilient aliens without breaking the game. The bosses are some of the most difficult in the series 2d incarnation. Their weak points are obvious yet reaching them is the challenge. Nightmare has a specific target but moves erratically and manipulates gravity to trip you up. Zazabi and Nettori have small windows of vulnerability and you may end up trading damage in every exchange. And this is to say nothing of the SA-X.
The most challenging and harrowing parts of the game are the encounters with SA-X. Every meeting with this overpowered threat is a sweat inducing escape sequence with obstacles designed to slow you down. It can end you in seconds so fighting is not an option. Sometimes it will enter a room and leave if it can’t see you. The designers know this and have set traps to trick you. These segments are incredibly fun yet nerve wracking and do a great job of selling the threat it poses.
In Closing
Metroid Fusion is an outstanding game and one of my favorite games in the series. While the more guided experience will not be to everyone’s taste the game achieves what it set out to do admirably and it works. Accept Metroid Fusion for what it is and you have one of the best reasons to own a Gameboy Advance.



















