Metroid Fusion (GBA) Playthrough Intro
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The entry in the series that officially ushered me long ago into the Metroid franchise and for good reason. It is one of the few titles in the series that restricts Samus' freedom of exploration to designated and strict objectives which is actually ideal for first time gamers to this series. In this regard though, it also makes the game slightly more challenging to complete below 2 hours with 100% Upgrades for the best ending. Although, this game does appear to introduce concrete objectives in specific areas, it's actually not the first, but may seem that way. Metroid 2: The Return of Samus, was actually the first to do so, using acid/ lava to block progressive pathways and in one instance a barrier before the Metroid Queen's nest until all the Metroids up to a certain point are exterminated. Metroid Fusion is the first title to host the entire game in a space colony rather than a planet, an option that was briefly explored in Super Metroid with Ceres Station and a little more in the Frigate Orpheon of the jointly released Metroid Prime. Along with Metroid Prime, it is also the first attempt to explain how Samus lost her abilities at the start. To my knowledge, Metriod Fusion has the most Energy Tanks out of the entire series, with a whopping 20 Tanks it is definitely a huge amount; most likely put in place to offset the vulnerability Samus has in her current state to Ice. There is also an unsually high amount of Power Bomb Tanks and it's my own guess that originally Super Missiles were going to be a separate upgrade from regular missiles. Which was scrapped due to conflicts with the other missile upgrades, another first for the series. Therefore, all the Super Missile tanks would be replaced by Power Bomb Tanks. Recovery via mobile sources (parasites) is one more element that no other Metroid title currently shares. Beyond Super Smash Bros. 64, this is the first time Samus can cling onto ledges, which would later re-appear as the Power Grip ability in Zero Mission.
Graphically the game looks awesome for a GBA title, and harkens back (appropriately) to Super Metroid's visuals which at the time, was it's only chronological sequel. Cutscenes are extensive for the first time and introduce quite a bit of interesting complexity to the lore of the Metroid saga. The new threat of the X Parasites, is an interesting replacement for Metroids and Space Pirates. Notable is that they were inspired by the alien from John Carpenter's "The Thing." The Fusion Suit is one of the many things talked about this game, if not the MOST talked about. Its amphibian design was a significant departure from the classic Power Suit and that probably distanced many Metroid fans for a some time. While it can never hold up equally to the Power Suit, in my opinion, I deem it appropriate and has grown on me after playing Fusion first time around. The design was mandatory as the plot emphasizes that Samus' own Power Suit had to be surgically removed to save her from the parasitic infection. It might be interesting to note that the Fusion Suit, may have been an inspiration for the design of the Zero Suit or likely a modified Zero Suit.
Story-wise, the change is more dramatic. Samus is given actual dialogue outside of simple narration that was seen in Super Metroid. At least one secondary character was included as well to converse with Samus. Again, this really helps develop the character and Metroid universe more substantially, but keeps the details simple as dialogue and Samus' monologues are minimal in length to avoid diminishing the personifiable role that is Samus. Because as we all know, it CAN get worse (Other M...) if left unregulated. This also marks the first appearance (sort of...) of Adam Malkovich, as the computer AI who oddly is interfaced with BOTH Samus' gunship and BSL station. Logically, the replacement gunship could've been designed by the BSL scientists, and thus the AI is used to better connect with Samus after her first encounter with the X Parasites. Likely the original gunship, had no such AI programmed in because it was Samus' personal vessel. The infant Metroid is referenced again, saving Samus once again, and HOW it saved her, is a definite foreshadow for the revelations to come later in the game.
The Japanese version includes a Hard Mode that is unlocked after beating Normal Mode, but is absent in the North American version. This is unusual as most often, localized games tend to have the difficulty spiked considerably because North American gamers are typically viewed as more 'hardcore'.
There will be significant SLOWDOWN/ LAG when there are a lot of things happening in any room.
Metroid Fusion (GBA) is owned by Nintendo, copyright 2002.
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