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Metroid Fusion (GBA, 2002)

Metroid Fusion (GBA, 2002)

Subgenre: Horror Hybrid Movement Mechanics: See Super Metroid


Other: Two escape segments

  • More linear structure (sub areas can't be explored out of order), More handholding (Samus is no longer a mysterious and silent bounty hunter - talks to an AI or thinks to herself fairly frequently, lets up after a while though and there are non-mapped areas to explore)

  • The Samus clone SA-X creates some very tense scenes and a sense of paranoia without dialogue (it also changes the environment at times)

  • Great map system (adds a navigation room)

  • Frequent save points (reset and copy the file for multiple slots)

  • New enemies sometimes appear in previously visited areas as you progress and the environments in these areas also change (sector 2 becomes overgrown with vines while sector 5 is in ruins thanks to the actions of a certain difficult boss that was foreshadowed within sector 5 earlier)

  • More bosses than before

  • Some areas feel more like obstacle courses than realistic environments

  • Scripted SA-X scenes (hurt replayability somewhat though?)

  • 5 different endings (completion percentage and clear time based)

  • At one point you can miss out on some items by saving too close to the end of the game

  • Not a lot of sequence breaking possibilities without glitches though there is a secret message you can find (using quick maneuvers+wall jumps and shinesparks numerous Energy/Missile/Power Bomb Tanks can be obtained early, it's also possible to fight Nettori and Yakuza early by performing bomb and wall jumps in succession)

  • The friendly creatures from Super return but have no in-game use here

Playthrough - Video Review - Mini Review



Influenced by: Metroid II, probably Resident Evil 3, possibly System Shock 1-2


Influenced: Scurge: Hive, possibly Dead Space

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