Metroid Series – Metroid: Zero Mission Reviewed

17 June 2006
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Metroid:  Zero MissionOur reviews for the Metroid series continue with Metroid: Zero Mission for the Game Boy Advance. Zero Mission is a remake of the original 1986 Metroid, released on the NES. Which I have already reviewed. If you missed it, then be sure to check it out.

After a couple decades, Nintendo wisely decided to revisit the world of Samus’ original adventure, and to expand on that to make it more modern. The original game is beloved the world over by gamers everywhere, as it established the Metroid world as we know it, even though the series really didn’t come into it’s own until Super Metroid on the Super Nintendo; considered perfection by many gamers, who hail it as the greatest game ever made. Zero Mission wisely takes a lot it’s cues from that game, as well as Metroid Fusion, yet charts it’s own unique path in the Metroid pantheon.

So how does the game fare in the end? Read below for my full review. Please comment with your own opinion or mini-review of the game as well. I’m interested in seeing what everyone else thinks. To the Mother Brain!

Metroid: Zero Mission
System: Game Boy Advance
Genre: 2D Action Side-Scroller
Players: 1
Save: 3 Save Files
Country of Origin: Japan
Developer: Nintendo
Publisher: Nintendo
Released: 2004

Metroid: Zero Mission is a remake of the original Metroid released for the Nintendo Entertainment System in 1986. The game takes what made the original game so great: the enemies, power-ups, environments, music, bosses and gameplay, and updates and expands on it for a new generation.

nullIf you played the original game, you will notice how each area has been given a complete facelift. And new areas have also been added. Even though Zero Mission is a remake of the original it is so drastically changed that no knowledge of the original game is necessary to enjoy this new version. And even if you are a hardened veteran of the original you probably won’t even recognize most of the game, due to how much has been changed and added. Only the basic layout of the world is still the same, but even that is a pretty big stretch as new rooms are all over the place and what’s in the areas has changed dramatically. You really can consider Zero Mission to be a completely new game.

From the moment you boot the game up (after a very cool opening cinematic), the game permeates with a great Metroid aesthetic. From the artistic & mysterious Chozo (the bird-like race of beings whom raised Samus and from which she derives her Armor Suit) art, that is used as background for the main menus, to the recreation of the original game’s title screen, to the remixed music. All of it gives the game an authentic Metroid feel in keeping with past games in the series. And this is noticeable right off the bat.

Zero Mission, like it’s predecessor, is a 2D side-scrolling action platformer. As female bounty hunter Samus Aran, it is your job to hunt down the Space Pirate leader, Mother Brain, and her henchmen (bosses Kraid & Ridley) who are safely tucked away deep on the fortress planet of Zebes, where they are using the life-sucking organic organisms, known as Metroids, for their own evil purposes.

The first thing you will notice about Metroid, especially if you’ve played the previous games, are the visuals. The game looks excellent. The animation is fluid, the environments are detailed enough, and there are now backgrounds (as opposed to the black emptiness of the original). Zero Mission successfully melds elements from Super Metroid (SNES) & Metroid Fusion (GBA) into the gameplay shell and world of the original game.

The controls have naturally been updated and streamlined to fit the new feel. You can now aim and shoot in any direction, as well as duck (in the original game you could not crouch or shoot downward). The L-Button is key to the new aiming controls. Pressing it will aim Samus’ arm cannon diagonally upward. Pressing up will aim your arm cannon directly up. Another addition that goes far in streamlining the system is the R-Button. Like in Metroid Fusion, the right shoulder button will be used to arm yourself with stronger missiles or bombs, once you obtain them. Setting these controls to the shoulder buttons makes a world of difference as everything is easily accessible (in Super Metroid the L Button aimed diagonally left and R aimed diagonally right) and less confusing. Double tapping down, like always, allows you to roll into a perfect sphere. Giving you the ability to lay bombs and fit into crevices you couldn’t previously fit into (these abilities aren’t available at the outset). Lastly, the A Button jumps and B shoots.

Both shooting and jumping feel a lot different than the original game, and once again Zero Mission takes it’s cue from Metroid Fusion. Samus’ jump is initially low but precise. Allowing you to flip from platform to platform with ease, and she even has the nifty ability of flipping from a straight jump, which you can pull off by simply hitting the A button while jumping straight up. Shooting has a fun feeling to it as the arm cannon shoots as fast as you can tap the button, and the bullets are larger and faster than in previous games. Fast is actually a key word with Zero Mission. When you combine the new jumping and shooting feel with Samus’ brand-new suit & running animation, it gives the game a completely new feel that is substantially different than that of Metroid Fusion. Samus feels a lot more nimble in this game and her suit and jumps reflect it, even though she’s really the same as she’s always been.

Like the other Metroid games a detailed map is available by pressing the Start Button. The Zero Mission map offers even more information than other Metroid games, which is quite a deal for those who have played a lot of Metroid, since the series has always had a good map system since Super Metroid (whose map was almost carbon-copied by Castlevania).

Hidden power-ups are marked on the map with a circle, telling you that there is a hidden power-up somewhere in that room. In addition, in the upper left of the map every hidden power-up is listed, from Energy Tanks (Increases health) to Missile Packs (Gives you 5 more missiles). On the right is the total number hidden on that map, and on the left is how many of them you have collected so far. For example, a map may have two hidden energy tanks. Next to the Energy Tank icon, you will see “0/2”, telling you that you haven’t collected any yet, and there are two left to find. If there are none on the map, or you have collected them all, they will be checked off.

Also in the bottom right-hand corner of the map you will see a mini-area map. This shows what section of planet Zebes you are at in relation to the other sections of the planet, such as Brinstar, Norfair or the Boss Hideouts. Pressing A will switch you to the Zebes Area map, wherein you can press select to move to the different areas, and A to view them. Or you can simply press select on the main map screen to switch between maps. The map also shows the various doors, represented by color, which will tell you what missile or bomb type you need to open them (anything opens blue doors, Red require missiles. Which in a big change, now only take one missile to open as opposed to 5).

The location of Chozo statues are also shown on the map in addition to save rooms. The full map however won’t become available until you find a map room and download the data. Until then the map will gradually fill in as you uncover areas. Green areas are secret areas that aren’t listed on the original map and keep in mind that a dot on the map tells you where an item was previously located (meaning you have collected it).

The map system in Zero Mission is extremely well designed and it takes a lot of the guess work out of the game, making it easy to see where you are and where items are hidden. Naturally, you’d think this would make the game too easy, or at least, way too easy to find power-ups since they are shown right there on the map. You would be wrong however, because in Metroid: Zero Mission it’s not about where the power-up is hidden, but rather how you go about getting to it. And this is an area where Zero Mission really excels. More on that later.

The Chozo actually play a larger role in this game than they did in the original, or any of the 2D Metroids for that matter. These mysterious bird-statues now not only hold your items but they will also help you in your quest by healing Samus completely as well as restoring all your missiles. This actually directly addresses one of my main concerns with the original game. In the original it was almost impossible and way too hard to regain your health and missiles back after dying. Although this kind of update is really to be expected nowadays. But Zero Mission actually goes a bit overboard with too much hand holding, making the game easier than it should be.

And also contributing to that are other Chozo statues that you will find scattered about the world. These statues are in a standing position with their palms held out. When you roll into a ball and set yourself in their hands, they will show you the next location that you need to make your way too, as well as refill all of your health and missiles, which can be done in any statue after you’ve receive an item from it as stated above. Thankfully, this doesn’t go too far in ruining the exploration element (as was the case with Metroid Fusion) since you aren’t required to go in any one direction, but rather are free to explore the planet Zebes at your leisure, looking for secrets and hidden areas along the way. The Chozo statues simply tell you where you need to go next in your pursuit of Mother Brain.

Play in Zero Mission, as in all other Metroid games, simply has you making your away through the labyrinthian world of Zebes, destroying enemies, hopping from platform to platform and searching for power-ups by bombing and shooting each & every surface (breakable blocks can be found on the floors, walls and even ceilings). A lot of the doors you initially encounter will be locked and can only be opened later once you’ve gained a specific weapon that unlocks them. Same goes for many areas, which you can’t get into until you’ve increased Samus’ abilities by acquiring new power-ups.

Many areas are simply hidden from your view, and can only be uncovered by laying bombs while in Morph Ball form, which is a standby of the Metroid series and one of the many abilities that makes the game so unique. Sadly though, precision bomb jumping like in Super Metroid is no longer available in Zero Mission. However unlike Fusion, it is possible to bomb jump your way into the air by laying bomb after bomb. It just isn’t precise like in Super Metroid. This isn’t a big deal but it would’ve been cool to see them go back to the precision bombing of Super Metroid after Metroid Fusion. Zero Mission though finds a nice middle ground.

Power-ups in the game range from stronger missiles (Super Missiles) to new beam attacks (Such as the Ice Beam, which freezes enemies, allowing them to be stepped on and the Wave Beam, which allows your gun to go through objects) to suit upgrades (the Varia Suit increases your defense and allows you to enter hot areas & acid) and more (High Jump allows you to not only jump higher but leap while in ball form). Unfortunately, Zero Mission lacks any really compelling new weapons.

The biggest new addition to the game however is the Power Grip (Which Samus had by default in Metroid Fusion). This allows Samus to grab onto ledges, and it really enhances the game and accentuates the new feel. While hanging Samus can shoot in any direction, and she can then flip off and easily hang from another ledge, allowing you to quickly and easily flip up platforms. The wall jump is also available in Zero Mission (made famous in Super Metroid, where it debuted but was never actually revealed to the player) and can be performed by flipping at a wall and pressing back and the A Button, this will make Samus kick the wall and flip off it, allowing you to climb straight walls that you wouldn’t otherwise be able to (allowing a skilled player to obtain items earlier than normal). Samus can also go directly from a hang into her ball form, which is useful.

Zero Mission even contains a new Status Screen that is very reminiscent of the one from Super Metroid (accessed by pressing R on the map screen). This lists all your upgrades, which helps you to keep tabs on what new abilities you have gained and read up on what each one does. Very useful for newbies who aren’t versed in the Metroid universe and don’t know a Screw Attack from a Space Jump.

Unfortunately, unlike in Super Metroid, you cannot turn any items off or mix & match abilities (which would’ve been cool to see). Some people prefer to play with the Screw Attack off, for example, as it will unintentionally break certain platforms in your path that you don’t want to destroy. So it would’ve been nice if Nintendo let you toggle some abilities off or on to your preference. Gaining a new beam weapon in Zero Mission also means it will replace the one you had, which though this is true to the ’86 original, it would’ve been nice if the option of what weapon to use was up to the player instead.

The speed at which Metroid: Zero Mission plays goes very far in making it feel like a brand-new Metroid game. Thankfully, it doesn’t give you a “been there done that” feeling, even for fans of the series who have played all the other Metroid games. It features very tight control and fluid animation that really shows off the power of the Game Boy Advance.

And for the Metroid veteran, it is very cool seeing all the new stuff they have added to the game. Samus’ suit, for example, has been exquisitely designed to be different from the other games and she looks better than ever (better even than in Fusion), with the suits smooth curves giving her a very agile look & feel that’s more inline with the old-school 8-bit look of her original NES incarnation. She even holds her arm cannon higher than in Super Metroid or Fusion, like she did in the original. The enemies have also been given face-lifts, and are either directly lifted from another Metroid (Fusion or Super) or are all new. You will fight many new mini-bosses as well, and they are all well-designed. Although like everything else in Metroid, they are too easy and the game could’ve used more of them.

And that is where one problem with Zero Mission lies. At the default difficulty setting the game is really easy. However, it is made up by the fact that there is so much to find in the game (as well as the different endings depending on how fast you beat it) that there really isn’t any reason to complain. The game is more difficult once you beat it and unlock the hard mode. Although then the game simply feels more frustrating, as it’s not necessarily more difficult but rather easier to die, as enemies take more damage and there are a lot more of them. Making the game feel unbalanced.

A really cool new addition to Zero Mission though are “Unknown” items. These give an air of mysteriousness to the game reminiscent of the original but in the vein of Super Metroid. You will also notice many new areas that are directly lifted or similar to areas from other Metroid games, including Super Metroid and even Metroid Prime. This really adds a lot to the game and will be extremely cool for fans. These areas are well designed and packed full of secrets, fitting into the original game well without feeling out of place (a new Metroid player will not even notice that they are new). Especially once you realize that, despite how it seems at first, all areas in the game are connected.

Unlike the original game, this new version has a wide variety of environments and all the rooms and different areas are detailed with their own unique designs. Making it really hard to get lost in Zero Mission (thanks to the extremely detailed map as well). You won’t feel that the environments are getting repetitive either, quite the contrary. It’s really neat to see the variety the designers put into the areas. This game fits nicely into the classic Metroid mold and feels perfectly at home alongside Super Metroid and Metroid Fusion.

New objects have been added to many sections of the game as well. These include zip lines, which you can grab onto and they will zoom you across at a quick pace (take note that you can summon the grabber back by shooting the orb, and that you can zip across while in ball form) and launchers that will shoot you upward once you lay a bomb into them (as demonstrated in the movie above).

One of the most changed aspects of Zero Mission is that, from the beginning, Samus’ true identity is no secret. In the original Metroid for the NES (released in 1986), one of the greatest mysteries of the game came from the fact that the player was lead to believe that under that armor suit was an atypical male bounty hunter. Which was obviously revealed to be false. If you beat the game in under 3 hours the player was rewarded by discovering that the great bounty hunter was in fact a women. This would go down in the history books as one of the greatest video game moments of all time.

Now, over a decade later, any gamer worth their salt already knows the secret, so Zero Mission plays to this, even during the opening cinematic, by accentuating Samus’ female character. During the first moments of play for example, the game starts out with a quick cut-scene showing an up-close view of Samus visor where she opens her eyes, looking straight toward you, before you gain control of her on that well-known opening platform. Since there would be no way to keep a secret that everyone already knows about, it’s cool to see Nintendo playing into it in the way they do with Zero Mission. It’s interesting to consider how far along things have come and heartening to see a remake of a game that simply can’t duplicate the original’s mystery, due in no fault to the developers, only to the passing of time.

Cut-scenes are another new aspect to a 2D Metroid game, though they first made their appearance in 2002’s Metroid Fusion. The cut-scenes in Zero Mission are generally done well, although they use limited animation and thus certainly won’t blow you away. But what’s here is cool and done right for the most part. The storyline to the game really doesn’t come into play at all outside these cut-scenes, which do a nice job of moving what little story there is forwards, especially near the end of the game.

Metroid: Zero Mission is a pretty short game overall, and shouldn’t take you longer than 8 hours to conquer. And that’s if you spend a whole ton of time looking for items and secrets and are a newbie. What definitely extends the life of the game though are the secrets. Zero Mission is absolutely PACKED with hidden areas & items. But the most interesting aspect is that some of them are so well hidden that even though items are revealed on your map, it will do you no good.


As stated previously, it’s how to reach the items that matters, and that is where Zero Mission really goes above and beyond previous Metroid titles. While all the Metroid games make use of extensive and numerous hidden items, this game will have you scratching your head for hours (Ok, maybe not hours) as you try everything you can possibly think of to reach that elusive power-up. And some of them are extremely creative. Once you do figure it out you’ll feel a nice sense of accomplishment (that will diminish once you realize that you did all that work for a measly Missile Pack!) and crack a smile at how the developers managed to creatively use everything at Samus’ disposal. And doing so in ways you hadn’t thought of before.

A crucial ability to finding secrets is the Speed Booster (Which made it’s debut in Super Metroid and thus wasn’t in the original 86′ version), which houses a unique secret that is not explained either in the game or the manual (But will be well known to veterans).

Using the Speed Booster, it’s possible to charge Samus up and shoot her off in any direction! Doing this will destroy everything in her path and is the only way to break through certain “Booster Blocks” (marked with an arrow-looking icon) which will often times house hidden areas and secrets. To do this, start a run until Samus breaks into her Boost and then press the down button. This will power her up for about 5 seconds or so. From this standpoint, you can shoot her off in any direction by standing still and jumping, then pressing and holding the direction you want Samus to go, either straight up or diagonally left or right (use the L Button to do this more easily).

Do this and Samus will shoot off across the screen. This can even be done in Morph Ball mode. This ability is required if you are to find every well hidden power-up in the game. Keep in mind the environment around you and take note of areas that give you enough distance to do a Boost Run. Also remember that as long as nothing is blocking Samus path she can even run along the ground (as opposed to flying through the air). Some areas will require you to have a “ramp” wherein you can shoot Samus off in that direction until she hits the upward slant, at which point she’ll burst into a normal Boost Run. You can continue boosting if you can press down again once Samus has been launched and she starts running across the ground, giving you five more seconds to do another boost. You can even boost in the air mid jump (which takes quite some skill to successfully pull off)! And don’t think doors will stop a Boost Run, as they can be opened by shooting while running. Some secrets will even have you boosting through multiple rooms!

It’s this kind of creativity and devious design that easily pushes Metroid Zero Mission not only above Super Metroid but into the “hardcore gamer” arena. Only the best of the best will be able to conquer the game with a 100% Item Percentage (Sadly I am not one of those gifted people . . . yet).

The Bosses in Metroid: Zero Mission, Kraid & Ridley, have naturally been given face lifts as well, although they may be different than you’d expect seeing as how this is the original Metroid . . . for better or for worse. And while the game contains some cool statues, the extremely creepy demon statues from the original game (that welcomed you as you were about to enter each bosses respective hide-out) are sadly missing. Replaced instead with a statue carving in the wall. While I don’t know how they could’ve updated the look graphically yet kept the same creepy sprite statues, it is sad that they have been lost in the remake, as they were part of what gave the original game it’s freaky feel. The demonic statue guardians mixed with the haunting melody really put that tingle in your spine back during the 8-bit days and throughout Zero Mission, that is something that the game struggles to retain, but can’t quite do so. Nintendo tried though, and what’s here works well in the grand scheme of things.

Thankfully, the great music is kept largely intact and updated where appropriate. The remixed tunes are all pretty good and go a long way in establishing at least some of that mysterious feeling into this new update. Some of the new music is hit or miss though. The sound effects are standard Metroid fare. I wish this game could’ve been done on the DS in full stereo sound, as is the poor GBA cart feels like it has too much bass and thus some of the music feels somewhat unclear. However definitely the best way to play the game is on the Game Boy Player, where you can appreciate it in it’s full beauty (it’s also easier to play with the GCN controller in my opinion as both the DS and GBA SP leave something to be desired due to the hardware design).

Game Boy PlayerReplay Value wise, while Metroid: Zero Mission is a short game, there is plenty of it. Lots of secrets to be uncovered, multiple endings, as well as a few unlockables, these include a Sound Test, Art Gallery, and greatest of all, the entire original game of Metroid! It is really interesting to play the original game and compare it to the remake. For more about the original Metroid, see my review of that game.

So how does Metroid: Zero Mission fare in the en . . . . Wait a minute. Believe it or not, the single greatest change to Zero Mission, and to the series as a whole, has yet to even be touched on! But due to those who are spoiler-prone and do not wish to know what that is, I will continue finishing up this review (ratings and all) before I delve into the last bit. If you do not mind spoilers, then please, keep reading!

Ahem . . . Metroid: Zero Mission goes a long way towards proving, as is almost always the case, that Nintendo still reigns as kings of the 2D arena. This newest Metroid entry is a supremely welcome update to a great video game classic that’s over 2 decades old and was in dire need of an update. Zero Mission makes all the right moves in just about all the right cases. Anything bad that can be said about the title is really nit-picking in the grand scheme of things. So whether you are a veteran of the franchise or you never played the original game Zero Mission is based on, you’ll still have a blast with this fast-paced, fun and secret-filled action game. A welcome addition to any portable gamer’s library.

Fun Factor: 9.5 – Like all Metroid games, it’s fun controlling Samus, shooting up enemies, and exploring the huge world. Zero Mission makes strides to streamline and update the process, and is all the more fun for it.

Graphics: 9.0 – Artistic, almost painting-like in some areas. Graphically the game is very sound and looks great. The animation is equally as good.

Sound & Music: 8.5 – The remixed Metroid tunes are great and what’s been added is serviceable. No great new tunes and some repetition lowers the rating a notch.

Presentation: 9.0 – The new cut-scenes are simplistic but go a long way in carrying the story and making the game feel modern. The backgrounds in menus are cool and the artwork is all very well done, especially what you unlock in the art gallery. Great presentation overall.

Ingenuity: 7.5 – Metroid: Zero Mission is a Metroid game through and through. Most everything is taken from previous games in the series. It’s pretty much what you’d expect of a modern Metroid update. No reason to complain but could’ve used more new stuff.

Replay Value: 8.0 – Tons of secrets, lots to uncover, multiple endings (though only in the artwork department, no change in story. Same as all Metroids). The game will last you far longer than a game of this type should. Having said that, for many people one play through will be enough. There isn’t enough available to really keep playing after you’ve beaten the game a few times. No new modes and no multiplayer, but that’s to be expected from a 2D Metroid title.

*SPOILER WARNING*

Veterans of the classic ’86 Metroid will most definitely remember a little code called “Justin Bailey”. This code gave you the ability to play as a non-armored Samus from the beginning of the game (albeit, already powered up with most of the needed items from the game). Playing as a non-armored Samus was something of a reward for those who managed to finish the game, as once you beat it if you restarted the game directly afterward you could play as her without her suit on. Well Nintendo went ahead and played on this very concept by actually incorporating non-armored Samus into the core game’s storyline.

Not only that, but what they did expands on the gameplay and gives the player a refreshing change of pace from the standard Metroid action, thrusting Samus into a stealth portion that is unlike anything seen in any previous Metroid games. After Samus defeats Mother Brain (Who goes down in unremarkable fashion, as she is easily beaten) and escapes from the planet, a brand-new cut-scene ensues where Samus’ is pursued by Space Pirates as she is escaping and she is actually shot back down to Zebes! Landing near the Space Pirate Mother Ship, Samus is stripped of her Power Suit and must make her way through the Mother Ship to retrieve her power-ups, which have been stolen by the Space Pirates (who look similar to the way they did in Super Metroid). Armed with only a Pistol, Samus’ abilities are extremely limited. Without her armor she dies quickly and she can’t Morph into ball form.

While this new gameplay section is welcome and it’s great to see Nintendo experimenting with new ideas within a standard Metroid framework (and molding it into the storyline to boot), this section is not without it’s problems. First and foremost is the fact that the stealth is handled very poorly. Many sections of the Mother Ship are lined with lasers, many of which are unavoidable, thus alerting the guards to your presence. Once alerted, they will chase after you, only disappearing when you hide in certain areas.

The saddest part about all this though is that much of it is scripted. That is, you are supposed to be seen and you are supposed to hide in that spot, and the guards are supposed to not see you. So instead of coming across as fun and unique, it quickly grows stale and feels forced. To top it all off, you can’t actually kill the Space Pirates yourself (though they can kill each other). You can only stun them, and the stunning is also poorly done.

Samus’ pistol will charge on it’s own, and it takes two full bars before it’s fully charged and stun capable. While it charges fast, you will frequently be shooting at the walls, floors, etc. to break blocks and continue on your path. But this has the adverse effect of taking away your powered up gun. This could’ve been solved if you were simply able to store one full powered Stun Shot in reserve, say with the R Button. As is, you will frequently be faced with multiple Space Pirates and be unable to get away long enough to stun them.

As previously mentioned, Samus dies very quick and Save Rooms, which refill Samus health, are scattered about quite far from each other. This makes the “stealth” portions of this new section frustrating. While it’s cool to see Nintendo experimenting, it’s not cool because it doesn’t seem to have been well thought out. Thankfully, this section, while long, is over with soon enough and you eventually get your suit back. At which point the entire planet of Zebes will eventually be opened back up (though it takes quite some exploring to open up those paths back to Zebes) for your exploring pleasure with Samus’ new abilities.

This aspect of the game is very cool and goes a long way in giving the game it’s replay value, as a TON of secrets will only be available for those players willing to take the time to go back through all the areas of the game they have already went through. This is backtracking in classic Metroid fashion and it’s extremely welcome and well done.

The graphics and feel in this section are different than in the main game, although Samus’ control is still largely the same. Her animation is nice, and a lot of cool little touches have been added, such as her ponytail flailing in the wind as you jump and fall, although her model lacks detail, especially in the facial department. The graphics are less artsy than in the standard Metroid game and this kind of makes the game look a little drab in comparison to the main adventure. By far the worst aspect though is the music. Only a few tunes play and it grates on the nerves after a while. Even once you get back to the planet, the same Samus’ theme is played throughout much of it. It definitely would’ve benefitted Nintendo to add a few more themes in there. Or maybe an all new one for this un-armored Samus.

And lastly, this whole section really expounds on Samus’ storyline. The cut-scenes that follow in this section have Samus thinking (via text) and one section even delves into Samus childhood, where you basically learn how she got her Power-Suit, and the Chozo, as in much of Zero Mission, play a heavy role. This is very cool to see as it is uncharted territory for the Metroid series and is done with fine results. We can only hope that Nintendo delves further into Samus’ back story in future 2D games in the series.

This new section adds much to the overall Zero Mission package. And makes Metroid: Zero Mission a must-have for any Metroid fan!

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Josh Romero By Josh Romero: He is a lover of videogames, as well as metal music, Gilmore Girls, chatting, social networking, Phoenix Suns, reading, writing and many other nerdy things. Read his posts here and connect with him on Youtube.


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