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 119 ratings with 9 reviews)

There's some actual plot this time around!

The Good
Metroid Fusion is a departure from the Metroid series in a lot of ways, but still maintains the many good aspects of the series. The graphics and level design are awesome, and I still find myself wondering how the GBA was capable of such things. There are still plenty of kick-ass boss fights, each one offering you a new power-up. I liked the whole concept of the X parasites too. Being able to absorb them for health and missiles proved more convenient and predictable than the items dropped by enemies in past Metroid games. The length and difficulty of the game are also satisfying, which proved to me (back in the day) that not all handheld titles are short and easy.

The Bad
The main problem with this game is that there's too much text and linearity. You constantly have to wait and read what Adam has to tell you, and it's often a simple objective that you could easily figure out on your own (go in, kill boss, activate something, get out). Also, the fact that you're confined within a sector for each objective greatly decreases the amount of open-ended exploration which you can do, a thing that the rest of the series is greatly known for. However, aside from these minor (in my opinion) problems, the game is still damn good.

The Bottom Line
Metroid Fusion takes the main gameplay mechanics from Super Metroid, and applies them in a different fashion. It's a very different game in the series, but is still worth checking out. And if you don't mind the text and linearity, there is literally nothing keeping you from loving this game.

Game Boy Advance · by Idkbutlike2 (18) · 2010

Crumbling blocks steal the show

The Good
Imagine a gameplay screen. Imagine all the different things that can be displayed on such a screen. Now, Metroid Fusion decided to do something epic and fill that screen with crumbling blocks. These are ominous symbols of desolation and sorrow. What Samus has to do is either Space Jump like there's no tomorrow, or remain in a Shinesparking state and run past these blocks. There is also symbolism in this. Some of these rooms require very extensive use of the Shinespark technique. Samus remaining in a state of light (Remain in Light) is symbolic of the ever-present battle between light and dark, good and evil.

There are also Screw Attack blocks everywhere. The thing is that you don't get Screw Attack ability until near the end, and after that, the game will direct you to fight the final bosses, effectively preventing you from exploring the rooms behind the Screw Attack blocks. This adds a sense of distrust and unrest. You shouldn't trust the in-game navigation computer. You're still the rogue agent who answers to no one but her own plans and strategies. After the Screw Attack ability is unlocked, you'll travel in some amazing paths that connect the puzzle pieces you collected throughout the adventure. Things finally make sense.

The Bad
Some puzzles don't make any sense. Bomb the center of a platform to reveal a bridge? Kill a spider and expect it to morph into another creature and kill that and wait for it to morph into yet another?

No X-Ray. The Select button is useless in this game and could have been used to activate the X-Ray ability found in Super Metroid. Without X-Ray, plus the fact that the game violently dictates where you should go next by disabling doors and paths that were previously open, you just feel that the game is bullying you and deceiving you at all times.

Lack of moves and tricks. The map and layout of the rooms aren't memorable enough, probably the least memorable Metroidvania map I've played. I can't tell the various areas apart since they look alike and have similar layout.

The Bottom Line
It took me 15 hours to beat it with 99% item collection rate. Metroid Fusion is solid, but life is too short and I wouldn't really recommend a game that's not excellent. If you have played Super Metroid and liked it, it's probably a better idea to just replay Super Metroid, rather than playing this.

Game Boy Advance · by Pagen HD (146) · 2013

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

[ 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 May 29, 2024.