While I can understand Erin's criticism of Metroid Fusion's limited exploratory freedom and overly ushered structure, she doesn't take into consideration that this is a portable title. Gaming-on-the-go has unique design requirements. I played Fusion mostly on my daily commutes to work on the NYC subway system amidst constant distractions like train transfers and jousting with fellow strap hangers. I appreciated the sleep mode that enabled me to unexpectedly suspend play in an instant and resume later. The navigation computer made the start-and-stop transitions easier. Fusion's design favors play in short bursts over marathon sessions.
Nonetheless, I agree that Fusion doesn't reach pure gaming Nirvana, but for another reason. The greatest fault I can attribute to Fusion isn't its restrictive form, but its overly predictable progression. I've never played any previous Metroids extensively and I could still sense where the game was taking me a mile away. Fusion doesn't put much effort into disguising its gameplay devices. The landscapes in the game leave little doubt to a player that they lack the abilities to access an area and must return later. Gaps are obviously way too far to leap, ledges too tall to grasp, impenetrable walls kindly indicate which weapons will destroy it. Once a player does obtain a new ability, an 'educational testing' area always follows so the player clearly understands the function of the newfound skill or weapon. The only thing missing was a Nintendo Power counselor holding my hand.
Yet this complaint does not overshadow Fusion's overall experience. Nintendo always prefers visceral over context heavy narratives and Fusion is another disciple of the tradition. As soon players enter into the research facility, the aural elements, stage design, and character dialogue work seamlessly to create a genuine sense of isolation and mystery. While the game mechanics are too literal, the emotional interaction is wonderfully subtle and a textbook example of Nintendo's school of effective audio-visual design. Until the gameplay design achieves the same heights as the sensory design, Fusion will remain a student and not the master.
- Published February 19, 2003
In contrast to the main review, I enjoyed Metroid Fusion's mission-style structure quite a bit. Part of the reason is that every game in the series has kept the same basic layout, and a little freshening up was overdue. I liked having a second character giving intelligence and mission updates in the field, and having objectives planned by Adam never bothered me. "Linearity" seems to have become a bad word in gaming circles, but it's all about the implementation. Done right, it can be just as satisfying as any other type of game, and conversely, being non-linear doesn't automatically make something better.
However, I agree that the way the game arbitrarily locks and unlocks certain areas wasn't too hot. As the story unfolds, there's a plot-based rationale explaining why areas become closed off, but the real reason is to emphasize Metroid Fusion's challenge in finding alternate routes and hidden paths. This is where the game trips up a bit, in my opinion. Since Adam makes things simple by guiding you to the special abilities, the level designs have become deviously confounding with their concealed passages. I don't mind combing the levels for hidden missile upgrades or life tanks, but the camouflage is taken overboard at times and makes getting around a chore. Annoyingly, Samus' gun will not reveal the majority of breakable blocks, and some niches look exactly like solid walls that you're supposed to press against and magically walk through. If this game is taking place inside a science lab, how did the scientists ever get around?
Metroid Fusion is clearly a solid addition to the Metroid legacy, although it doesn't break much new ground. For the series' big leap forward you'll need to go Prime time, but Fusion remains one of the best handheld action games on shelves and a welcome second appearance for one of my favorite videogame characters. 2002 was definitely the year of Metroid.
Reader Second Opinions
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