Metroid: Samus Returns Review-in-progress Part 2
In part 1 of my Metroid: Samus Returns review-in-progress, I told you about how the game was a modern remake for the Gameboy classic Return of Samus. We found out about some of the game’s new features and how I felt about them. Today, I’ve played a bit more of the game since that article and will tell you how the game continues to stack up against older Metroids. I’ll also take a look at the game’s graphics!
Metroid: Samus Returns is starting to get harder since I last talked to you. I still have an idea of where I have to go, but how do I get there? Samus Returns is definitely starting to feel a bit more like the older Metroid games.
Do I need a new powerup to get to where I want to go? Where will I find that? It feels like Samus Returns is starting to back off a little bit from handholding and give the player (me) a bit more room to explore and get lost.
I’m still fun with this game though. I love all the powers I’ve collected (SPIDER BALL), the places I’ve been too, the bosses I’ve fought, and I really love this game’s graphics too.
Samus Returns is, without a doubt, the best looking 2D Metroid ever. With the 3D on, the game has a sense of depth and a bit of pop-out. The 3D in this game is really excellent and if you can stand 3D, it is the way to play this game for sure.
That said, the game looks pretty good in 2D. I can’t always stand the 3D, so I’ve been playing Samus Returns with the 3D off some and I still love the graphics. Samus, the environments, and all the creatures look great!
Metroid: Samus Returns comes out today for the 3DS. I’m enjoying the game a lot so far. I’ll be back on Monday with another part of this review-in-progress!