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Metroid: Zero Mission Review Revisit

by the NWR Staff - February 10, 2016, 11:22 am EST
Total comments: 2

We look back at the Game Boy Advance remake of the original NES classic.

After a fruitful period in the early 2000s, the Metroid series has quieted down, especially the classic 2D entries. The most recent one of those was Metroid: Zero Mission - a 2004 Game Boy Advance remake of the original 1986 NES game. Zero Mission seemingly flew under the radar at the time: the DS was due out later in the year and 3D games were very much in vogue. We were still years away from the great Metroidvania indie game renaissance. However, from the day it launched, Zero Mission was showered with acclaim, especially by our original reviewer Jonathan Metts in February 2004, who gave it a 9.5 and said very bluntly "the first Metroid is now the best." He summed it up with a little more description by saying "Zero Mission will expertly massage every 'must...keep...upgrading' nerve in your brain and throw all kinds of surprises at veteran players."

When Zero Mission first launched on Virtual Console in Japan, Danny Bivens also reviewed it for us, giving the game a 9.5 as well, saying "Metroid: Zero Mission is the definitive game in the 2D Metroid series." And when the game launched in Europe, James Charlton reviewed it and also gave it a 9.5. So at this point, it's pretty well established that we generally love the crap out of this game. With the North American Virtual Console release of this GBA game finally past, we gathered a few staffers who haven't previously reviewed this to share their thoughts.


Neal Ronaghan, Director: The refinement, focus, and polish of Metroid: Zero Mission shines through from the moment you get the morph ball power-up in the beginning to when you become a super-powered destroyer of worlds at the bitter end. Nearly every single element of this 10+-year-old Game Boy Advance still holds up, whether it’s the sense of loneliness and mystery, the puzzling traversal, the spectacle-laden bosses, or the continually rewarding and engrossing structure. Even the oft-maligned Zero Suit segments are great in how they bring stealth into the Metroid style in a way that feels familiar yet wholly unique. If every remake was like Zero Mission – adding to the scope and density of a dated classic with deft and grace – then the world of gaming would be a much better place. Zero Mission not only contends for the throne of best Metroid game ever but it's also quite likely the best Game Boy game ever.


Zach Miller, Associate Editor: The debate often comes up: which is the better Metroid game, this one or Super Metroid? After giving it a week and knocking out a 100% playthrough of Zero Mission, I’m going to go on record—it’s this one. Zero Mission is unfiltered Metroid bliss pumped directly into your veins and processed by your kidneys. I feel like Super Metroid’s level design falls a little flat sometimes—it’s easy to get lost or forget what you’re supposed to be doing. That’s never a problem in Zero Mission. You’re always moving forward. Yes, I’m one of the people who doesn’t really like the stealth sequence at the end, but only because it takes way too long, and you basically have to go all the way BACK with very few shortcuts once you have the fully-powered suit. This is especially infuriating when you’re going for a 100% speed-run. Up until that point, however (and once you move past it), Zero Mission is basically flawless. It looks and sounds beautiful, the level design is jaw-droppingly efficient, and the boss battles are epic and intense.

I agree that Zero Mission is among the best Game Boy Advance games, if not THE best. It’s certainly near or at the top of the games in its own franchise, and I hope future Metroid games (assuming there are any) crib directly from Zero Mission’s design documents. We need more of this, please.


Bryan Rose, Reviews Editor: I had always been interested in the 2D Metroid games, but I really haven’t done dug into them until Metroid Fusion came out for the Game Boy Advance. I skipped Metroid: Zero Mission when it first came out a few years after Fusion for some reason, but now that we finally have it on the Virtual Console, I corrected my error. I can now say that Zero Mission is a fantastic game. I always get lost in Metroid-style labyrinth games, and that was no different here. Once I got going in the right path, however, I always had a great time playing it. The awesome, intense boss battles, the moody and atmospheric music - Zero Mission is tremendous in many ways. I highly recommend this game as it’s one of the more intense, atmospheric games I’ve played for the Game Boy Advance.


JP Corbran, Community Manager: Zero Mission takes the best elements of its predecessors and combines them into the ultimate refinement of the Metroid formula. With a quick pace, it feels like you’re constantly making progress and becoming more powerful, with a new power-up or ability always around the corner. The world it creates is the best in the series to date, with great care put into the design. The new sequence at the end of the game, with the introduction of Samus’ Zero Suit and subsequent regaining of her full ability, does a great job of mixing up the gameplay while adding to the Metroid lore. Metroid: Zero Mission is an incredible ride, and the perfect distillation of the series formula.

Talkback

SonofMrPeanutFebruary 11, 2016

This game should absolutely be everyone's first Metroid from here on.

That said, Super is the mandatory follow-up for me.  Mechanically, I see Zero Mission as the accessible automatic car while Super handles like a stick shift.  The controls in Super are much more a case of "getting good" at them, and there's a certain reward sensation to mastering them.  It also offers the bigger adventure.  However, one might find themselves playing Zero Mission more frequently.  Too, the benefits of easy GBA controls are highly appreciated.  I guess it's just a matter of preference, and it takes playing both to figure it out.

For the record, the third game can be Prime, Fusion or 2, depending on where the player wants to go from there.

Evan_BFebruary 11, 2016

It's hard to recommend a remake in favor of the original- there's very few mediums that I would feel right doing so. That being said, I just finished Zero Mission- like, ten minutes ago, finished- and I would have to say that, without a doubt, this is THE entry point for any aspiring Metroid player.

The game streamlines its open-world nature flawlessly, giving direct guidance throughout the adventure through the use of Chozo statues, but make no mistake- obtaining every item in Zero Mission is far from straightforward. There are platforming challenges, environmental puzzles, and more in this game, and it will test you should you assume you are ready to take on its most difficult challenges. On the surface, Zero Mission plays it quite simple, but its addicting gameplay loop makes its four or less hour playthrough zip by. It helps that the game features the most intuitive control scheme in the franchise, at least, among the 2D entries. Somehow, the developers managed to make better controls on a layout with fewer buttons than the SNES, which is quite impressive.

I would argue that the final sequence does not drag on very long and indeed offers a nice wrinkle to the series' traditional gameplay, as well as a nice payoff at the end of it all. In regards to play order, I'll agree with the post above.
Zero Mission -> Super Metroid -> Metroid Prime

I say Prime should come next because it's the logical, 3D evolution of the series. The other titles are all iterations with a gimmick added to their gameplay that sacrifices the original formula in some ways. In conclusion- yeah, Zero Mission really is that damn good.

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