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* ArtEvolution: The games aesthetic and art direction is completely overhauled to be more in line with the look established by the ''Franchise/MetroidPrime'' games.

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* ArtEvolution: The games aesthetic and art direction is completely overhauled to be more in line with the look established by the ''Franchise/MetroidPrime'' games.''VideoGame/MetroidPrimeTrilogy''.



** In the intro, SR388 has asteroids in its orbit, just like it did in ''VideoGame/MetroidFusion''.

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** In the intro, SR388 [=SR388=] has asteroids in its orbit, just like it did in ''VideoGame/MetroidFusion''.
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* AdaptationalBadass: Arachnus, who was a total pushover that was defeated by Morph Ball Bombs in the original game, is much bigger, much faster and much more powerful in this game.


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** Arachnus's moveset is updated to match the one of his X-Parasite counterpart from ''Metroid Fusion''.
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* {{Railroading}}: The game forces you to pick up the Morph Ball early on, since you're cut off from accessing the rest of the entire planet if you don't grab it.

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* {{Railroading}}: The game forces you to pick up the Morph Ball early on, since you're cut off from accessing the rest of the entire planet if you don't grab it. The Charge Beam is also mandatory in order to open Charge Doors.
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* ChargedAttack: The Charge Beam is added to Samus' arsenal in this game, but it's not an optional power-up; it's actually required in order to open up the new Charge Doors.
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** Added to your arsenal in the remake is the Wall Jump ability and Grapple Beam from ''VideoGame/SuperMetroid''.

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** Added to your arsenal in the remake is the Wall Jump ability ability, and the Charge Beam and Grapple Beam from ''VideoGame/SuperMetroid''.
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* WarmUpBoss: The first Alpha Metroid you fight. Despite now having a fast ramming attack, the Melee Counter and Missiles make short work of it.
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** Health and Ammo droppings automatically move towards Samus so she doesn't have to waste time moving over to pick them up.

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* BrokenBridge: The ever-present deadly liquid that blocks your path downwards into [=SR388=]. Unlike the original game, a HandWave is given this time in the form of a large Chozo shrine that is passed near the beginning of the game. Whenever you collect Metroid DNA from killing a Metroid, the shrine activates and reduces the liquid level so Samus can proceed further.

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* BrokenBridge: BrokenBridge:
**
The ever-present deadly liquid that blocks your path downwards into [=SR388=]. Unlike the original game, a HandWave is given this time in the form of a large Chozo shrine that is passed near the beginning of the game. Whenever you collect Metroid DNA from killing a Metroid, the shrine activates and reduces the liquid level so Samus can proceed further.further.
** There are also organic barriers blocking certain doors that keep you from accessing them early.



** The Ammo refill stations are changed from a floating Missile icon to a pole you stick your arm cannon into, like the ones in ''Super Metroid''.

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** The Energy and Ammo refill stations are changed from a floating Morph Ball and Missile icon to a pole poles you stick your arm cannon into, like the ones in ''Super Metroid''.

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Removed: 102

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* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though. But like the original game, Samus still has Missiles and the Long Beam as default weapons, and she still has the Power Grip upgrade from ''Zero Mission''. Samus doesn't have the Morph Ball at the start like the original, but she requires it just minutes into exploring the depths of the planet.

to:

* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though. But like the original game, Samus still has Missiles and the Long Beam as default weapons, and she still has the Wall Jump move and Power Grip upgrade from ''Zero Mission''. Samus doesn't have the Morph Ball at the start like the original, but she requires it just minutes into exploring the depths of the planet.



** Samus now has the Power Grip upgrade from ''VideoGame/MetroidZeroMission'' as a default ability. Doubles as a subtle CallForward to ''Metroid Fusion'' as well, where the ability first appeared.
** Missile Doors now only require one missile to open instead of five, also a nod to ''Zero Mission''.

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** Samus now has the Power Grip upgrade from ''VideoGame/MetroidZeroMission'' as a default ability. Doubles as a subtle CallForward to ''Metroid Fusion'' as well, where the ability first appeared.
**
appeared. The new map system is also stylized after Zero Missions map as well. Missile Doors now only require one missile to open instead of five, also a nod to ''Zero Mission''.



** Added to your arsenal in the remake is the Grapple Beam from ''VideoGame/SuperMetroid''.

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** Added to your arsenal in the remake is the Wall Jump ability and Grapple Beam from ''VideoGame/SuperMetroid''.
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** The ItemGet music cue for major upgrades is lifted directly from the ''Metroid Prime'' games. The normal item upgrade jingle is reused from ''Metroid Prime Hunters''.

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** The ItemGet music cue for major upgrades is lifted directly from the ''Metroid Prime'' games. The normal item upgrade jingle is reused from ''Metroid Prime Hunters''. The cue for getting Aeion abilities is also an arrangement of the Chozo Artifact jingle from ''Metroid Prime''.
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** Early on, Samus is cut off from accessing the rest of the game due to a small crevice, forcing her to pick up the nearby Morph Ball upgrade, a nod to both [[VideoGame/Metroid1 the original NES game]] and ''Zero Mission''.
** The ItemGet music cue for upgrades is lifted directly from the ''Metroid Prime'' games. The normal item upgrade jingle is reused from ''Metroid Prime Hunters''.

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** Early on, Samus is cut off from accessing the rest of the game underground world due to a small crevice, forcing her to pick up the nearby Morph Ball upgrade, a nod to both [[VideoGame/Metroid1 the original NES game]] and ''Zero Mission''.
** The ItemGet music cue for major upgrades is lifted directly from the ''Metroid Prime'' games. The normal item upgrade jingle is reused from ''Metroid Prime Hunters''.

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* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though. But like the original game, Samus still has Missiles and the Long Beam as default weapons, and she still has the Power Grip upgrade from ''Zero Mission''.

to:

* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though. But like the original game, Samus still has Missiles and the Long Beam as default weapons, and she still has the Power Grip upgrade from ''Zero Mission''. Samus doesn't have the Morph Ball at the start like the original, but she requires it just minutes into exploring the depths of the planet.



* CallBack: Samus now has the Power Grip upgrade from ''VideoGame/MetroidZeroMission'' as a default ability. Doubles as a subtle CallForward to ''Metroid Fusion'' as well.

to:

* CallBack: CallBack:
**
Samus now has the Power Grip upgrade from ''VideoGame/MetroidZeroMission'' as a default ability. Doubles as a subtle CallForward to ''Metroid Fusion'' as well.well, where the ability first appeared.
** Missile Doors now only require one missile to open instead of five, also a nod to ''Zero Mission''.
** Early on, Samus is cut off from accessing the rest of the game due to a small crevice, forcing her to pick up the nearby Morph Ball upgrade, a nod to both [[VideoGame/Metroid1 the original NES game]] and ''Zero Mission''.
** The ItemGet music cue for upgrades is lifted directly from the ''Metroid Prime'' games. The normal item upgrade jingle is reused from ''Metroid Prime Hunters''.


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** The Ammo refill stations are changed from a floating Missile icon to a pole you stick your arm cannon into, like the ones in ''Super Metroid''.


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* {{Railroading}}: The game forces you to pick up the Morph Ball early on, since you're cut off from accessing the rest of the entire planet if you don't grab it.
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None

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* SuperMode: Just like [[VideoGame/MetroidPrime3Corruption the phazon beam]], you can now access a temporary boost in power to your blaster, allowing you to use it like a machine gun
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* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though. But like the original game, Samus still has Missiles and the Long Beam as default weapons.

to:

* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though. But like the original game, Samus still has Missiles and the Long Beam as default weapons. weapons, and she still has the Power Grip upgrade from ''Zero Mission''.



* CallBack: Samus now has the Power Grip upgrade from ''VideoGame/MetroidZeroMission'' has a default ability.

to:

* CallBack: Samus now has the Power Grip upgrade from ''VideoGame/MetroidZeroMission'' has as a default ability. Doubles as a subtle CallForward to ''Metroid Fusion'' as well.
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* LaserBlade: Samus has a new attack that allows her to use her arm cannon like this, creating a fast blade-like arc that knocks back and stuns enemies at close range rather than shooting them.

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* LaserBlade: Samus has a new attack that Melee Counter allows her to use her arm cannon like this, creating a fast blade-like arc of energy that knocks back and stuns enemies at close range rather than shooting them.
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* CallBack: Samus now has the Power Grip upgrade from ''VideoGame/MetroidZeroMission'' has a default ability.
Is there an issue? Send a MessageReason:
None


* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though.

to:

* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though. But like the original game, Samus still has Missiles and the Long Beam as default weapons.
Is there an issue? Send a MessageReason:
None


** In the intro, SR388 has asteroids near its orbit, just like it did in ''VideoGame/MetroidFusion''.

to:

** In the intro, SR388 has asteroids near in its orbit, just like it did in ''VideoGame/MetroidFusion''.

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* CallForward: Added to your arsenal in the remake is the Grapple Beam from ''VideoGame/SuperMetroid''.

to:

* CallForward: CallForward:
** In the intro, SR388 has asteroids near its orbit, just like it did in ''VideoGame/MetroidFusion''.
**
Added to your arsenal in the remake is the Grapple Beam from ''VideoGame/SuperMetroid''.
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* TennisBoss: You can now do something like this, with enemies as the ball, by pressing the button just as they bump into you, similar to QuickTimeEvents

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* TennisBoss: You can now do something like this, with enemies as the ball, by pressing the button just as they bump into you, similar to QuickTimeEventsQuickTimeEvents.
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* TennisBoss: You can now do something like this, with enemies as the ball, by pressing the button just as they bump into you, similar to QuickTimeEvents
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[[caption-width-right:250:The proposed cover]]

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[[caption-width-right:250:The proposed cover]]
[[caption-width-right:250:[[ExactlyWhatItSaysOnTheTin The most on the nose game title ever.]]]]
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Not sure if "a fan group also tried to do this" is really relevant. Otherwise we'd have to mention things like... every Sonic fan game released between new Sonic games on the pages for each new Sonic game.


There was also another, fan remake of the same game, made much earlier, titled ''VideoGame/AnotherMetroid2Remake''
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* LeaningOnTheForthWall: The title is a variant on the original's title The Return of Samus, but also refers to how Samus has not starred in a game since Metroid: Other M, years previous.

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* LeaningOnTheForthWall: LeaningOnTheFourthWall: The title is a variant on the original's title The Return of Samus, but also refers to how Samus has not starred in a game since Metroid: Other M, years previous.
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There was also another, fan remake of the same game, titled ''VideoGame/AnotherMetroid2Remake''

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There was also another, fan remake of the same game, made much earlier, titled ''VideoGame/AnotherMetroid2Remake''
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There was also another, fan remake of the same game, titled ''VideoGame/AnotherMetroid2Remake''

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* LaserSight: Samus' arm cannon has one now.

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* LaserSight: Samus' arm cannon has one now.now when using free aim mode.
* LeaningOnTheForthWall: The title is a variant on the original's title The Return of Samus, but also refers to how Samus has not starred in a game since Metroid: Other M, years previous.

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Removed: 384

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Metroid: Samus Returns is an upcoming video game for the UsefulNotes/{{Nintendo 3DS}}. It is a reimagination of ''VideoGame/MetroidIIReturnOfSamus''.

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Metroid: Samus Returns is an upcoming video TwoAndAHalfD action-platforming game for the UsefulNotes/{{Nintendo 3DS}}. 3DS}}, developed by [=MercurySteam=]. It is a reimagination re-imagining of ''VideoGame/MetroidIIReturnOfSamus''.
the UsefulNotes/GameBoy title ''VideoGame/MetroidIIReturnOfSamus''; while it shares the same core premise as the original game, ''Samus Returns'' adds several visual and gameplay overhauls.



* ActionizedSequel: Or remake, rather; additions to the gameplay system, such as the Melee Counter and the Aeion Abilities, give ''Samus Returns'' a somewhat more action-based feel than the other 2D ''Metroid'' games.



* BrokenBridge: The ever-present deadly liquid that blocks your path downwards into [=SR388=]. Unlike the original game, a HandWave is given this time in the form of a large Chozo shrine that is passed near the beginning of the game. Whenever you collect Metroid DNA from killing a Metroid, the shrine activates and reduces the liquid level so Samus can proceed further.



* LimitBreak: Aeion abilities, which rely on energy that the player gains by killing enemies or performing charge attacks
** ''Scan Pulse'': Fills out the map around Samus, and highlights breakable blocks
** ''Lightning Armor'': Reduces damage and removes knockback
** ''Beam Burst'': Combines all of Samus's beams and gives them rapid fire, dealing heavy damage to enemies while active.

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[[redirect:VideoGame/MetroidIIReturnOfSamus]]

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[[redirect:VideoGame/MetroidIIReturnOfSamus]][[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/metroid_samus_returns.jpg]]
[[caption-width-right:250:The proposed cover]]

Metroid: Samus Returns is an upcoming video game for the UsefulNotes/{{Nintendo 3DS}}. It is a reimagination of ''VideoGame/MetroidIIReturnOfSamus''.

The game is scheduled to launch on September 15, 2017.

[[https://www.youtube.com/watch?v=nFbDmTjS_MI&app=desktop The trailer can be found here]]

!Tropes in ''Samus Returns'':

* TwoAndAHalfD: The game is upgraded to 3D models in 2D environments.
* AdaptationExpansion: This game is described as a reimagination of the original, rather than a remake. The original game implied a lot, but ultimately was a cipher due to memory limitations. ''Returns'' fills in those cracks with expanded environments and new explanations for old mechanics.
** In the original, killing the Metroids was what prompted the acidic substance to retreat, while in ''Returns'', Samus must collect Metroid DNA for special Chozo statues, which then drain the acid and allow forward progress.
* AntiFrustrationFeatures:
** A map function is added to the bottom screen that allows you to track where exactly you've been and where you haven't gone yet. You can also mark the map with a variety of pins to keep track of important areas.
** One of the most famous features of the ''Metroid'' series is hidden breakable blocks. In most games, players typically found them by just shooting every wall they came across, but ''Samus Returns'' adds the Scan Pulse Aeion Ability, which not only automatically reveals portions of the map, but also identifies breakable blocks for you.
* ArtEvolution: The games aesthetic and art direction is completely overhauled to be more in line with the look established by the ''Franchise/MetroidPrime'' games.
* AscendedGlitch: Infinite bomb jumping is not only still around, it's even shown off in the game's ''trailer''.
* {{Backtracking}}: Present as usual, but not nearly as prominent due to the introduction of [[WarpWhistle Teleport Stations]].
* BagOfSpilling: As usual, Samus's armor is down to it's default form at the beginning of the game. She gets the Varia Suit back later on, though.
* BeamSpam: Samus gets a new weapon that lets her shoot a volley of lasers at a machine gun rate of fire.
* CallForward: Added to your arsenal in the remake is the Grapple Beam from ''VideoGame/SuperMetroid''.
* ChestMonster: Arachnus is back again, hiding inside of a Chozo Statue sphere ([[HammerSpace which is noticeably much smaller than the actual creature]]). It smashes the Chozo statue upon unfolding and fights Samus.
* CounterAttack: The Melee Counter ability, which allows Samus to whack an enemy with her arm cannon if it moves in to attack. If successfully performed, there will be a very brief moment of hitstop; pressing your Shoot button during the slowdown will cause Samus to automatically fire at the deflected target and inflict massive damage. On certain enemies, this can even start a cinematic that inflicts even more additional damage.
* DeflectorShields: The Lightning Armor Aeion Ability coats Samus' suit with a green force-field. While it's active, all knockback is negated, and any enemy attacks burn through the Aeion Gauge in place of Energy. It also has the added effect of hyper-charging the Melee Counter, giving it vastly increased range.
* DenialOfDiagonalAttack: [[AvertedTrope Averted]]; unlike the original game, Samus can not only aim in all eight directions, she can stand or kneel in place and shoot from any angle desired. And we mean ''any'' angle--[[OffhandBackhand she can even shoot]] ''[[OffhandBackhand behind]]'' [[OffhandBackhand herself now]].
* EnemyDetectingRadar: The Metroid counter from the original gets a slight upgrade; it now blinks whenever a Metroid is close. The closer the Metroid, the darker the color of the icon and the faster it blinks.
* GenreThrowback: to old 2D Metroid games, [[{{Irony}} ironically, on the 3DS]].
* LaserBlade: Samus has a new attack that allows her to use her arm cannon like this, creating a fast blade-like arc that knocks back and stuns enemies at close range rather than shooting them.
* LaserSight: Samus' arm cannon has one now.
* LimitBreak: Aeion abilities, which rely on energy that the player gains by killing enemies or performing charge attacks
** ''Scan Pulse'': Fills out the map around Samus, and highlights breakable blocks
** ''Lightning Armor'': Reduces damage and removes knockback
** ''Beam Burst'': Combines all of Samus's beams and gives them rapid fire, dealing heavy damage to enemies while active.
* ManaMeter: The Aeion Gauge, which depletes whenever you use any of your Aeion Abilities. It can be refilled by defeating enemies or deflecting enemies with the Melee Counter.
* {{Metroidvania}}: Throwback to 2D Metroid games.
* MoreDakka: The Beam Burst Aeion Ability gives you [[AllYourPowersCombined every Beam's effect at the same time]] and allows you to churn out shots as fast as a '''gatling gun'''. Using it will quickly eat up your Aeion Gauge, however, so it's best used when trying to lay the smackdown on a vulnerable target.
* NoticeThis: When you aim your cannon's LaserSight at an enemy, the tip of the barrel will glow red and an alarm sound will play to indicate that you can hit something with your shot.
* RunAndGun: Run, gun, and solve puzzles
* SequenceBreaking: The trailer for the game implies that the game will allow this. It demonstrates this by showing that the classic Infinite Morph Ball Bomb Jump, a classic Metroid sequence breaking trick, is absolutely feasible in the game.
* WarpWhistle: ''Samus Returns'' features Teleport Stations, which allows Samus to instantly travel to any previously-accessed Teleport Station to reduce the amount of backtracking you have to do.
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Added DiffLines:

[[redirect:VideoGame/MetroidIIReturnOfSamus]]

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