Another Metroid 2 Remake aka AM2R (PC, version 1.4.5):
Aside from 1 hiccup where i forgot spiderball is a thing, game's first playthrough is very streamlined. Most of the items are placed right along critical path, the game feels deliberately designed so you get most of the items on your first playthrough. Considering that you must kill 30+ bosses just to complete the game, this is a very smart design that allows two-hour speedruns (and probably 100% two hour speedruns?).
Original Metroid 2 tried to make main quest of eradicating Metroids more varied by placing them in different environments -- in the sandpit, over a lava pits and so on. AM2R largely follows that example but the fights themselves still don't evolve except for changed room layouts. Ultimately, all Metroids are killed by spamming rockets at them -- with enough energy tanks you barely even need to dodge too -- just stand under them and keep shooting rockets.
Highlights of the game are special events and special bosses: escaping exploding power station is a hectic action setpiece, exploring Federation's science ship is fun with nice Metroid Prime series feel and funny log entries, activating digging machine, turning the lights on inside the Tower (depending on the order you do it -- you might have to fight Omega in the darkness).
For art, game pulls some sprites directly from official games but it also has original assets, some of them look a bit amateurish (Torizo boss) but game looks great otherwise.
Music is okay and mostly relies on Super Metroid remixes,
Hydro Station is a pretty cool remix of Green Brinstar theme. Electronic theme kinda reminded me of Binding Of Isaac: Antibirth soundtrack which also came out in 2016 -- compare
item room ambience and very similar
ambience sound after finishing the boss in Antibirth.
Close to the end game unlocks pneumatic tubes connecting all areas of the map and they are great implementation of fast travel. I really liked figuring out where rooms with pneumatic tubes are on the map. I still don't understand why one of the pneumatic portals is closed in the first half of the game, but then gets blown up by something in latter half...
After first playthrough game starts showing collectibles percentage on the map and it's weird how it's not tied to the current area you're in. Metroid counter is local to the area, but collectibles progression is global for the whole map. That actually prevented me from getting 100% -- i just couldn't find last several rockets for the life of me. I scoured all over the map and even found several shortcuts for speedrunning but couldn't find the rockets. If item indicator could show which area exactly i am missing the last 2% in, it would be over in less than 15 minutes probably.
My first playthrough took me 07:18 with 89% completion. For second playthrough i picked New Game+ and Hard mode. NG+ removes all lava restrictions unlocking most of the map from the start. This might be a good idea for speedrunning (?), but it ruined my run because without lava telling i am done with that area, i kept going deeper than i should have. Additionally Hard difficulty turned out too hard for me especially fighting those pesky Metroids on a tricky terrain. I gave up on a game for a while.
Few weeks later i had a chance to borrow Playstation Vita for a few weeks and it happened to have AM2R port on it! I guess it's a sign!
AM2R (PS Vita, version 1.0):
Playing AM2R on a Vita felt weird for the first hour so. Most of it, i spent in options menu setting up controls so they match my setup i had on PC with SNES Mini controller. Buttons more or less match GBA Metroid control scheme with one additional face button doing morphball.
Despite that Vita is a bigger handheld it somehow feels more cramped to play than on 3DS. Thankfully, i got system with a hand grip and it made holding the system more comfortable. Analog sticks feel fragile and they had a drift (despite that original owner already changed them once already). I fixed drift by increasing deadzone in game's settings, but stick is still placed too close to d-pad, so i found myself touching the stick accidentally when controlling the game with a d-pad.
Port is wonky and prone to slowdowns and crashes. But i was saving often enough so i wasn't too annoyed and took each crash as an opportunity to improve my time. However when i reached underwater area with enemies that shoot bullet hell patterns on dying was way too much for Vita port. Then i reached Serris and the boss is completely bugged -- only the head shows up and then he disappears leaving me alone in a room hard-locked.
After looking it up -- there are other ports that fix these and other bugs but i couldn't be bothered enough to learn how to install/update homebrew on Vita. I guess that finishes my experience with Vita port -- back to original PC...
AM2R (PC, version 1.5.3):
I updated the game. Apparently, the community around the game are still adding
all kinds of things to it, like
crazy time-trials levels, multiplayer mod (?), randomisers, horde mode (?). Base game too has been updated with newers sprites (no longer just copies of GBA games!), new effects and logs.
I restarted and completed the game, and again got stuck with 98% completion with over 2 hours time. This time i gave up, and googled map to check what i was missing. While referencing the map i also discovered that in-game map also doesn't show collectables if they're on the same cell with unlockable items like wave beam and such. Yet another way how AM2R's map is bafflingly worse than Fusion's and Zero Mission's despite emulating them in every other respect.
Getting 100% shows a special cutscene -- a story hook for Fusion and unlocks Fusion mode -- take that Samus Returns: no Amiibo required!
Continuing comparison of 2 remakes i found myself wanting to parry enemies that charge you, which proves how natural of an evolution parry ended up to be especially against Metroid 2 enemies. Funny how both remakes ended up doing similar decisions to spice up monotony of killing the same metroids over and over again, adding Chozo-made robot bosses.
Watching some youtube videos about AM2R i saw many people praising it for "inventing" morphball/unmorph shortcut, which i feel is misplaced. AM2R is a product of active Metroid modding community where such shortcuts have been a standard for more than a decade now (see
Project Base for example). AM2R didn't invent instant morphball or Metroid Prime-style
tractor beam but i think so few people are aware of Metroid mods, everything that repackages community's ideas in a more accessible package feels like new.
Even if Samus Returns places morphball button rather awkwardly on a touchscreen, parry button works also as an unmorph which is the functionality you need the most.
Overall: a great fan-service game. I wished map's item indicator was a better but otherwise it's my only nitpick.