Metroid Fusion

aka: Metroid 4, Mìtèluōdé Rónghé
Moby ID: 7812
Game Boy Advance Specs
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Description official descriptions

Metroid Fusion is the direct sequel to 1994's Super Metroid. The game begins as Samus Aran is sent back to planet SR388 to assist a Biologic Space Labs investigation team. While on the planet's surface, Samus is infected by a previously unknown parasite, known as X. The X parasite nearly kills Samus, but fortunately she is saved by a vaccine made from the Metroid she saved on Zebes. Shortly thereafter, an explosion rocks the Biologic Space Labs. Now Samus must investigate the Space Labs, which are orbiting SR388.

This game is similar, in terms of gameplay and structure, to the classic side-scrolling Metroid games. The game consists of a large inter-connected environment. As Samus learns a variety of new moves and weapons, she is able to explore new areas of the Space Lab and unlock the secrets of the X parasite.

Spellings

  • メトロイドフュージョン - Japanese spelling
  • 密特罗德 融合 - Simplified Chinese spelling

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Credits (Game Boy Advance version)

46 People (42 developers, 4 thanks) · View all

Producer
Chief Director
System Director
Scenario & Story
Game Design
Course Design
Visual Director
Samus Design
Samus Original Design
Enemy Character Design
Background Graphic Design
Graphic Design
Program Director
Samus Programming
Enemy Character Programming
System Programming
[ full credits ]

Reviews

Critics

Average score: 89% (based on 55 ratings)

Players

Average score: 4.1 out of 5 (based on 117 ratings with 9 reviews)

A weird - but welcome - part of the Metroid series

The Good
The game is a good example of how Metroid series could logically be something else than what it usually stands for. So far, Metroid games had been mostly lone adventures where the plot is largely of the implied kind; Fusion, on the other hand, relies on direct narration and even - as unusual it sounds in a Metroid title - dialogue. So, this game is a refreshing change of pace; it's actually quite nice to see Samus, for once, having to cooperate with other people.

Also, the pacing changes are just beautifully done. The space laboratory undergoes changes. Power goes down, and suddenly you have to figure out different routes. There are times when you just have to make quick decisions.

The environments are beautifully done, and the graphics are surprisingly detailed for a 2D sprite game - a tradition which fortunately continued in Metroid: Zero Mission. Music is somewhat different from the usual Metroid tunes, but fit the game very nicely anyway.

The Bad
This game is much harder than Metroid: Zero Mission, and the boss fights, at times, approach Metroid Prime in their careful crafting of annoyance. How hard would it be to put the save points right next to the annoying boss fights? In a few places, I just hated to walk around for several tricky minutes from the nearest save point to the boss room where the boss flattens me in no time at all. And, of course, the last boss fights in particular were a marathon in murder. (Luckily, usually the most aggravating part was first in these...)

It's also a less open-ended game, which obviously comes from having such a strong plot this time... No problem in that in itself, but if you combine the annoying bosses with no freeform exploration, you get a distinct "oh man, I again need to trudge through those annoying rooms to get to the spider from hell, maybe I'll play this next week instead" feeling.

It's almost if this game needs more deliberate planning to play through; it's a game that you plan to play, instead of a game (like Zero Mission) that you can play in small doses and go in random directions and still make progress - something that is a good quality in a game for a portable system.

But maybe that feeling will wear off once you play this through a few times and you develop an understanding of the game, the same way you can develop an "understanding" about Zero Mission. I don't know yet, personally.

The Bottom Line
Fourth 2D part of the Metroid series is a nicely crafted continuation from the groundwork set forth by Super Metroid, and, control-wise, is built to work perfectly on the Game Boy Advance. A lot of strange things are going on this time: a whole new kind of an enemy that is also a master of mimicking, X Parasite, wreaks havoc in a scientific space station. Samus gets infected, disinfected with a new vaccine, and her old Chozo suit gets replaced with something odder.

We also see an evil clone of Samus herself, sure to induce some fear with its awesome weaponry - equivalents of which have traditionally been strewn around the station and you need to go grab them again.

This time, Samus takes orders from an artificial intelligence program which Samus calls Adam, and we also see, much to our non-surprise, that things people would rather not discuss are going on in the space station. Samus talks in this game, (though if you wanted sound samples, we had to wait for Brawl) and also uses her amazing blogging skills more than she used them in Super Metroid, now in form of many diary notes.

So here we have it: Fascinating science fiction tale in crammed, scary quarters of a huge space station - a finely crafted tale at that, if you are into that sort of things. Those new to the series should not take it as a representative of the series what comes to the look, plot and narration, because a lot of things are very different and unique in this game - just the basic gameplay and equipment remains the same compared to the rest of the series. This game works pretty well on its own, but I might recommend trying Metroid: Zero Mission first to get your feet wet - but that's not entirely necessary, I wager.

Game Boy Advance · by WWWWolf (444) · 2008

One good try to make the METROID storyline progress...

The Good
The music, and, kinda, the story. The gameplay is, sometimes better, sometimes worse than Super Metroid - Let's keep in mind the lack of graphical resolution of the GBA compared to the SNES. This alone makes the tiles smaller, and thus the mobility of Samus had to be changed. I personally like how you got more control with the Space jump/Screw attack in MF. The morphing ball's spring ball and bomb are also sort of more controllable.

Graphically, the game is a nice sight. Compared to Super Metroid, is much more complex. More colorful. But for some reason, the game is not as atmospheric as Super Metroid. Maybe the color palette of Super Metroid was the help it needed to give its creepy atmosphere. Metroid Fusion is too vibrant, too colorful, and since it has many colors, it doesn't give you the effect, the creepynes that Super Metroid has. Although the game can immerse you quite good. Specially while Dealing/Hiding from SA-X. During these moments, the game atmosphere tells you that YOU CANNOT FIGHT SA-X. In the end, you KNOW you have to beat SA-X.

Personally, the game makes you feel as if you were playing a Resident Evil/Metroid combo. Very suspenseful, I have to admit.

During my journey thru the BSL, I enjoyed a very decent soundtrack. In fact, one of the best I have ever heard in MEtroid Fusion. Part of the atmosphere in Metroid Fusion is due to its almost-entirely orchestrated Soundtrack. Horns, Timpani, strings creeping the hell out of you, the game makes a GOOD use of the background music. This is nearly flawless. The sound effects are also well done.

The gameplay, as I said has changed a bit, improving some things, but getting bad in another ones. The wall jump totally sucks in Metroid Fusion. It cannot be executed like in Super Metroid or like in MZM, where you can use a single wall to reach big heights (Although is more limiting than in Super Metroid). On the other hand, the Shinespark works wonderful in Metroid Fusion. If you hit an elevation on the ground while shinesparking, samus will run again with Speed Booster. In Super Metroid, that didn't happen. Lateral Shinespark is also easier to execute than in Super Metroid, although the animation effect is much slower. The Screw attack and Space jump, are also much easier to control. While jumping/falling, press A again and Samus will spin/spacejump. So if you're falling a big height, and it is "hard" to return to where you was, if you have the space jump, it will be easier to return above. The Power Grip also makes for a good add-on.

The Bad
A computer telling you what to do all the way. The Galactic Federation providing Samus with power ups. That moment, Samus lost protagonism. Well, it's the only way to justify the absence of the Items provided by the Chozo. I would have preferred this game to take Samus back to SR-388 instead of a space colony orbiting it. Would have made more sense, and Samus would have not seen in need for the Federation to progress.

The Bottom Line
This game by itself is a good game. Good music, Good graphics, Good challenge (Although I felt the game a bit too "Contra/Probotector", you need to hit certain bosses in specific spots), but in the end, It doesn't feel "Metroidy". It has the Metroid gameplay, but it's not an usual Metroid. Substitute Samus' sprite with any of the Belmont Family, and place the game in a huge castle, and there it is. A Castlevania of the "Simplony" generation.

Sad thing is, I ended up sorta liking this game...

Game Boy Advance · by Justin Bailey (9) · 2006

This one turned a handheld-critic to a handheld-fan!

The Good
Some friends almost forced me to play this game - bus when I laid in the bed, connected the GBA to my stereo, adjusted the light and was sucked into this strange, paranoid and very intense world... At first, this is just a simple 2D jump 'n run - but it turnes out to be much, much more! Sound and graphics are well - the gameplay is fantastic! And bonus-thumbs-up for the intuitive controls!

The Bad
Difficult questions! I'd say, that this game is a bit short - but on the other hand, it offers enough replayabilty. And then, there are some bosses, that are invincible for hours - until you find out the right technique, and finish them off in a minute...

The Bottom Line
Classical 2D jump 'n run thru a complex spacestation, where a strange alien virus break free. You have to shoot enemies, turn switched, discover secret rooms&tunnels. Doesn't sound special, huh? But the great gameplay, the gloomy atmosphere and the simple to handle, but powerful controls turn Metroid Fusion into a triple-A title!

Game Boy Advance · by Felix Knoke (149) · 2002

[ View all 9 player reviews ]

Trivia

1001 Video Games

The Game Boy Advance version of Metroid Fusion appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Ending

In the ending, Samus asks herself how her ship could've gotten her off the planet when it could only be operated manually. The ship's CPU then responds and says "They lent me a hand". The game then shows a picture of the Etecoons (the little gremlins from Super Metroid that teach you how to wall jump), and the Dachola (the ostrich-looking creature that teaches you how to Super Jump, also from Super Metroid).

References

When you fight Ridley and when you're escaping the station at the end, the music that plays is the boss/escape tune from Super Metroid.

Awards

  • GameSpy
    • 2002 – Game Boy Advance Game of the Year (Readers' Choice)

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Contributors to this Entry

Game added by quizzley7.

Nintendo 3DS added by ResidentHazard. Wii U added by Michael Cassidy.

Additional contributors: Guy Chapman, WWWWolf, Opipeuter, Tiago Jacques, gamewarrior, Patrick Bregger, FatherJack.

Game added November 25, 2002. Last modified January 22, 2024.