The Anatomy of Metroid Fusion | 5 | Fresh air

Fun fact: According to my in-game clock, the content covered in the previous four entries of this series on Metroid Fusion comprise the first eight minutes of the game. That’s ever the way of well-made games, though; they tend to be dense with mechanical information and ideas in the opening moments as the designers lay […]

The Anatomy of Metroid Fusion | 4 | Return of Return of Samus

Once you get a handle on some of Metroid Fusion‘s mechanics beyond “run/jump/shoot,” you also get a little lesson in reading its map to find secrets. In a game from the cartridge era, where no pixel of space existed without good cause, this empty room should pique your curiosity. It seems to be a dead […]

The Anatomy of Metroid Fusion | 3 | Missile command

Beyond the save point, Samus reaches the lab proper. Technically, I suppose the whole space station is a lab, but it’s divided into quarantined simulation zones and work zones for the scientific support. This area is the latter. And here you find another Super Metroid parallel: Samus arrives too late to this lab to prevent its […]

The Anatomy of Metroid Fusion | 2 | First contact

No sooner does Samus land in the space station which comprises the entirety of Fusion‘s world than she comes across the first of many Navigation rooms. And that’s the beginning of the end for many people. By far the most unpopular element of Fusion, the station’s Navigation rooms are compulsory stops where Samus has to […]