INTRODUCTION
Rewind to space calendar year 20×30, where a band of dastardly Space Pirates hijacked a research vessel to kidnap a peculiar organism residing on the planet SR388, aptly named Metroid. Their grand plan? To turn the Metroid into a celestial WMD (Weapon of Mass Destruction) and take over the entire Milky Way! Enter Samus Aran, a kick-butt mercenary deployed by the Galactic Federation, who lands on the pirate base at planet Zebes with a mandate to thwart this cosmic coup. Armed with a laser-slinging energy gun and facing off against an army, Samus is here, and she’s not playing games—except you are, in “Metroid: Samus Returns” for the 3DS.
360-DEGREE AIMING: NO ANGLE IS SAFE
First off, let’s talk weaponry. Unlike in previous renditions, where Samus had as much aiming flexibility as a garden scarecrow, in “Metroid: Samus Returns,” she’s equipped with 360-degree aiming abilities. That’s right; she can point her laser-firing energy gun at any angle. Imagine the versatility! No more limitations to just a few predictable directions. Whether you want to shoot up, down, or do a full Michael Jackson spin while firing, the world—or galaxy—is your oyster. This mechanic breathes new life into the action and helps players more fluidly engage with the game’s challenges.
UNLEASH THE MELEE
But wait, there’s more! While her energy gun is no slouch, sometimes you must get up close and personal. That’s where her all-new, super impactful melee attack comes into play. So, if you’ve had a hard day at the office or are generally cranky, let Samus vent for you. She can unleash a devastating close-range attack that can turn enemies into cosmic dust. It adds an extra layer of strategy, letting you decide whether to stay distant or go toe-to-toe with your foes, giving combat a satisfying ebb and flow.
THE RETURN OF CLASSIC ABILITIES
Nostalgia alert! All your favorite abilities from Metroid II have made a comeback. Grapple Beam? Check. Power Bomb? Double check. Super Missiles? Triple check. These classic abilities haven’t just been returned; they’ve been enhanced and integrated into the gameplay seamlessly. They offer a mix of strategy and firepower, letting you tackle challenges differently. It’s like meeting up with old friends who have remained calm and become more relaxed.
SCAN, PLAN, AND JAM WITH AEION
Now, onto a brand new skill that’s been introduced: Aeion. Sounds like an alien DJ, right? Aeion is a skill that lets Samus scan her environment to detect hidden paths and items. You will need a certain amount of energy to use this handy ability, adding a tactical aspect to the game. You no longer have to bump into every wall or fall into every pit to find a secret; Aeion will light the way! It’s not just about running and gunning; it’s about scanning, planning, and jamming your way through.
GET TO THE POINT FASTER WITH TRANSFER STATIONS
Don’t you hate it when games make you trudge halfway across the world just to complete a mission? “Metroid: Samus Returns,” says, “Not today, the tedium!” Introducing transfer stations that allow quick traversal between different game areas. You can teleport closer to your objectives instead of running around like a headless chicken. Efficiency has never been so exhilarating.
CONCLUSION
So, there you have it. “Metroid: Samus Returns” packs 360-degree aiming, earth-shattering melee attacks, both new and classic abilities, an Aeion ability that’s the equivalent of a cosmic metal detector, and transfer stations that cut down on dull moments. It’s like a cocktail of all things awesome, shaken and stirred with a laser gun. Whether new to the Metroid series or an old veteran, this game brings together the best of both worlds. And remember, no one can hear you scream in space—but they can hear you having a blast.