The latter is probably the biggest transgression from Metroid II, as Samus Returns uses a map setup like in the later Metroid games. The Aeion abilities are a big departure here, which allows you to do things like slow down time, equip energy armor, boost your weapons and scan the nearby area. It's an odd choice and one that feels like it was made to make the Metroid fights artificially more difficult. One odd thing here is that while beam stacking is back again, the Ice Beam is somehow separate from your main weapon. Again, while Samus Returns is meant to be set around the time of Metroid II, the game feels like something post- Metroid Fusion a lot of the time. What’s more, Samus doesn’t just end up with the Varia Suit this time around but gets the Gravity Suit that was first introduced in Super Metroid. It feels closer to a Contra game than Metroid in places, especially with the new Aeion abilities. ![]() The melee counter is also not the only thing that feels out of place, as Samus just generally moves and shoots a lot faster now. What used to be more of a game based around shooting skills and evasion, boils down to quick time type events with suitably unnecessary cinematic leanings. ![]() For a 3DS game, 'Samus Returns' looks visually sumptuous.
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