Metroid Fusion (GBA, 2002) WIP
Graphics-8.5 Sound-7 Control-9 Challenge-7 Story-7
Level Design-8 Frustration-7 Fun-8 Originality-5
Overall Score-8
+
The Samus clone SA-X (creates some very tense scenes and a sense of paranoia - all without dialogue)
Fairly interesting scenario
Good variation
Somewhat improved controls
Fast paced overall
Great map system (adds a navigation room)
Good bosses (and more of them than before)
Large arsenal of weapons & abilities
Plenty of hidden collectables
Many events are shown via the game engine à la Super Metroid or Another World
+/-
More colorful and cartoony visuals
More linear structure
Some areas feel more like obstacle courses than realistic environments
References to older games (not always good because it's rarely done as well as in Super Metroid in terms of building up tension, for example the eye boss on a door is here but it's placed randomly near the beginning and just doesn't have the same impact)
Scripted SA-X scenes hurt replayability somewhat
-
Too much text (unskippable but you can speed it up) and hand holding (Samus is no longer a mysterious and silent bounty hunter, the hand holding lets up after a while though and there are non-mapped areas to explore)
Mostly generic music
At one point you can miss out on some items by saving too close to the end of the game
Somewhat inconsistent visual quality (some cutscenes)
A bit short
The ice beam comes into play very late
Final boss seems a bit tacked on?
Level Design-8 Frustration-7 Fun-8 Originality-5
Overall Score-8
+
The Samus clone SA-X (creates some very tense scenes and a sense of paranoia - all without dialogue)
Fairly interesting scenario
Good variation
Somewhat improved controls
Fast paced overall
Great map system (adds a navigation room)
Good bosses (and more of them than before)
Large arsenal of weapons & abilities
Plenty of hidden collectables
Many events are shown via the game engine à la Super Metroid or Another World
+/-
More colorful and cartoony visuals
More linear structure
Some areas feel more like obstacle courses than realistic environments
References to older games (not always good because it's rarely done as well as in Super Metroid in terms of building up tension, for example the eye boss on a door is here but it's placed randomly near the beginning and just doesn't have the same impact)
Scripted SA-X scenes hurt replayability somewhat
-
Too much text (unskippable but you can speed it up) and hand holding (Samus is no longer a mysterious and silent bounty hunter, the hand holding lets up after a while though and there are non-mapped areas to explore)
Mostly generic music
At one point you can miss out on some items by saving too close to the end of the game
Somewhat inconsistent visual quality (some cutscenes)
A bit short
The ice beam comes into play very late
Final boss seems a bit tacked on?