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Metroid: Zero Mission Review


Metroid:  Zero Mission Review Image  Manufacturer: Nintendo
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ESRB Rating: Everyone
Platform(s): Game Boy Advance
Release Date: February 10, 2004

Average Rating: 5 out of 5 Stars

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Retail Price: $29.99
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User Submitted Metroid: Zero Mission Reviews


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Date: 2008-10-18
What Metroid would be like if it were made when Super Metroid was made
Metroid: Zero Mission takes many of the elements that made Super Metroid so great and pours them back into the original Metroid, creating an almost new experience while still staying true to the original. Sure, some things have been moved around and a lot has been added, but the core of the maps have largely stayed the same and the great platform adventuring from the original remains.

And for those that want to play the original as well, it's been included in the game as well, so you can also play the classic Metroid. Play control is tight, graphics (for what they are on the Game Boy Advance) are solid and the game is both a wonderful trip down memory lane and a bit of fun as well. The added drawn cutscenes are nice as well and the game even gives you an epilogue of sorts, featuring new gameplay that is pretty enjoyable as well.

Metroid: Zero Mission, regardless of its remake status is a solid and enjoyable side-scrolling platform adventure in the tradition of Super Metroid. While it's not super challenging, it still provides a decent challenge (and difficulty levels for those that want to take things easier). Easy to recommend it to gamers, a highly recommended for fans of the genre and a must-have for Metroid lovers. 9/10.

Date: 2008-08-30
An answer for the beginning...
I got into the metroid series a bit later on (around the time of Super Metroid). After having playing super metroid, I tried to pick up the original to play it and maybe get some of the storyline bits I might have missed, but I was unable to keep my interest for long because I had been spoiled by super metroid's map feature. This was a great way for me to finally experience the original, and get the storyline in a way that I could handle =) One heck of a remake.

Date: 2008-01-10
Revisit an old classic
I'm not exactly sure when I grew to love the "Metroid" series but I'd say it would have to be with the first Prime on Gamecube. While my first playthrough made me think it was just simply okay, my second play made me see all the great gameplay features and fantastic artistic design despite the fact its sequel, Echoes, was basically the same but slightly harder. Of course it helps to play the one that started it all and so we have Zero Mission, a redone version of the original Metroid. Many of its basic gameplay elements will feel familiar and while I prefer the first Prime, Zero Mission was still a fun playthrough.

Story: Samus has been tasked to go to the planet of Zebes to destroy Metroids, a strange creature with life-absorbing qualities. But there's more to the planet than on its surface as we get environments, many of them hostile filled with creatures and huge beasts, not to mention 2 big baddies and series staples and we'll get to see some insight into Samus' origins.

Graphics: The Metroids on the handhelds (and Super Metroid) never really had outright fantastic graphics. They were merely serviceable and aside from the well done cutscenes, the graphics ingame work within the context of the game but since this was Game Boy Advance, levels have a better amount of detail than before but nothing earth-shattering.

Sound/Music: No voice acting but the music is typical of the series, where it has that sort of techno ambience and there's a couple classic themes and even some appearances from other games (look for that eerie intro music from Super Metroid). Sound effects are well done and they're not really flashy but they work well within the game.

Gameplay: Exploration is the key as you'll traverse many environments and rooms to get to where you need. Hidden around the stages are powerups to further outfit your character, such as missile expansions and power bombs and the all important energy tanks. The game's simple to use but mastering it, as well as puzzles to get to where you're going or a powerup and there's times where I had to consult a walkthrough since getting somewhere probably wouldn't have come from trial-and-error since there was a couple of spots where I wouldn't have figured it out on my own anyway.

The difficulty isn't really that considerable but one boss before the gameplay-changing last stage was agonizing. But enemies shouldn't give you that much of a challenge, what with the energy recharging Chozo statues and a helpful-but-not-distracting hint system that lets you know where to go but doesn't necessarily point at it with a red arrow a la Fusion. It's the kind of game where, on Hard mode, beating it nets you a lot of bragging rights, that's if people don't hear Halo's Legendary settings all the time.

While I still consider Prime my favorite of the series, Zero Mission's a worthy playthrough and a chance to see where it all came from.

Date: 2007-09-22
A Must Have For Metroid Fans
I have been a fan of the Metroid fan since the beginning 20-some years ago, but only recently did I seek out a copy of this. I never had a Gameboy or the opportunity to play until I bought a DS. Highly recommend this title, especially if you love side-scrollers!

Date: 2007-09-18
Best...Game...EVER...
I got this game with an SP, and it great!!! I have metroid prime 3 and are a metroid fan,and with zero mission and fusion stolen, i need to get them again.

OK. now one of the great features about sidescrolling games (of metroid) is power grip. they did NOT put this in any other metroid non-sidescrolling games. period. I do agree that nintendo should have worked out the death sequence, that when you die, if you saved 5 hours ago, thats where you restart. nintendo also changed some other powers in the prime games.like the nova beam. but they added phazon mode, and the old X-ray vision. This is one of my favorite stolen games. (stolen FROM me!)


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