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October, 2017:

Review – Metroid: Zero Mission (GBA)

After wrapping up the remake of Metroid II with Metroid: Samus Returns, it seemed like a good idea to look back a bit on Metroid Zero Mission, the remake of the original Metroid put out for the Game Boy Advanced.

Previous to Metroid Zero I had just finished Metroid Classic, the GBA remake of the NES game. The best part of the Classics series is that they are pretty true to the original titles. I’ve previously played bits and pieces of Metroid but the sheer massive randomness of this game has always kept me away. Also it’s “really hard”. Or at least I used to think so. For this outing I decided to cop and use a downloaded map to find my way around. It’s surprisingly easy in Metroid to pick up nearly ever power up and accessory before fighting even one boss. This actually makes the bosses a bit of a push over.

Zero Mission changes things up a bit and gives you a built in map akin to the more modern Metroid titles. The trick here is, many of the areas have been altered slightly requiring special items to access the next area. In fact, Metroid Zero is extremely linear in its storyline.  Many times in the game you’ll find Chozo statues that will point you in the direction you need to head next.

Metroid was pretty ahead of it’s time with it’s free form game play mechanics. Metroid Zero stream lines this idea by adding modern puzzle limitations. The whole experience is very similar to Metroid 3 for the Super Nintendo. It’s still a bit limited by its controls.

In the original Metroid you could shoot, jump and shoot missiles. You access missiles by pressing select. Zero Missions adds a few more items to the mix from its Metroid 3 predecessor, namely Super Missiles and Power Bombs. This makes things a bit tricky however since the Game Boy Advance doesn’t have the same number of buttons as the SNES control pad. Select still cycles through the missile types but the more powerful attack is activated by pressing and holding the R button. The other shoulder button is used for a fairly useless diagonal shot. I can’t help but some sort of scanning power up would have been a better use for the L button. Especially given the number of hidden blocks and the large variety of ways needed to destroy them.

Zero Mission’s map doesn’t make finding everything easier however. I’d estimate that the overall map is at least twice the size of the original if you count the added on final area. Even without that section there are many additional secret hidden paths to find. Oh right, yeah, I said bonus area. I don’t want to spoil things too much but Zero mission doesn’t have quite the same ending you might remember. The bonus area also uses some different play mechanics than players are used to. Play mechanics leaning the irritatingly difficult side of things unfortunately.

Like I said, I don’t want to ruin it too much. Back to the main game. With Zero Mission’s expanded map there is also an expanded selection of bosses. Technically Ridley and Kraid are still the only true bosses but there are a whole slew of new mini bosses that must be defeated throughout your journey across Zebes. The old bosses also got a major facelift. Kraid is now the massive giant he was in Metroid 3, though he’s a lot more of a pushover this round. Ridley is also larger and more resembles his modern pterodactyl self.

In the original Metroid the bosses were not much larger than Samus and followed a simple attack pattern of “Throw lots of things at the player”. This actually made them a bit more difficult as the battles more or less broke down to pounding your opponent with missiles and hoping he died before you did. Zero Mission has more epic scripted boss battled and neither Ridley nor Kraid really do much damage with their attacks. Truth be told, New Ridley is easier to defeat if you let him pick you up so you can pound on him point blank with your missiles. Zero Mission is all around more forgiving of a game. In Metroid, when your health was depleted you were dead. Sure, you had a password but there was no direct continue or save feature. Also in the original Metroid, refilling your health is difficult to do, usually involving killing many of the little bug creatures popping out of the ground.  Also. Zero Mission has health restoring Chozo statues all over. Instantaneous relief.

Finishing the game also unlocks a playable version of the original Metroid.  The remake’s modern mechanics however make it a lot less of a chore to play and much more enjoyable

Review – Marvel Legends – Gladiator Hulk Wave – Loki

Apparently, in order to get a proper figure, the Loki had to turn into the Hero.  Ok, I have not seen Ragnarok, but it sort of feels like Loki was working with his brother again in a few spots int he Trailer.  Maybe I’m completely misreading it.  Also, that low blow probably isn’t warranted since Hasbro has been pushing out a lot more figures of MCU villains lately.  We get Hela in this very wave, Vulture was a pretty cool Build A Figure, and even Ego got a figure.  Maybe the voice of the people is finally being heard, maybe they will go back and pick up Trevor or Ronin.

Anyway, there was a figure released years ago for Avengers of Loki but it was kind of mediocre and the likeness wasn’t super good.  Thor Ragnarok is getting pretty good treatment for a movie line, a few new Thors, Hela, Valyrie, the new Gladiator Thor, and of course Loki.  He definitely has a better likeness from the previous Loki, Hasbro is doing something new with it’s movie lines because all of the heads are looking really good lately, with a good resemblance to the actors.  He’s not wearing his older gold armor anymore, so he’s not necessarily a great straight replacement for Avengers Loki, depending on what you want from an MCU Loki.  The new armor is still pretty decent and matches his new look for the new movie.

It’s not perfect though.  His cape is really funky.  A lot of the capes in Marvel Legends are kind of meh, but they tend to at least stay attached.  Traditionally there’s a peg hole in the figure’s back and a post on the cape, and you just stick the cape on.  Often there are little shoulder bits that curl around and provide at least a little bit of friction based hold to keep the cape attached.  Loki does something new.  Instead his cape has a pair of pegs on the shoulder bits.  In theory this actually kind of makes things look cleaner.

Except the pegs are a pain in the ass to get into the peg holes and don’t stay in the holes very well at all.  This isn’t helped by his hair getting in the way at every opportunity.  So the cape at best kind of looks off because it isn’t pegged in properly.

The other problem with poor Loki is that he has no accessories apart from his crown.  A couple of knives, maybe his staff, even though he doesn’t have it anymore, some sort of weapon would have been nice.  Especially since every other figure in this wave got something.  Things have been getting better on the accessories front with Marvel Legends, which is why it’s so disappointing that Loki has nothing.

Loki, as a basic figure isn’t a bad figure, he looks good, the sculpt is there and the paint is there and he is a character desperately in need of an update, but he ends up catching a couple of the traps that Marvel Legends have been plagued with on the way.