Metroid: Zero Mission |
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Metroid: Zero Mission review (Game Boy Advance) |
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Metroid: Zero Mission review (Game Boy Advance) |
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Reviewed by Jason Venter (February 14, 2004) With that said, I was also happy to see that this game doesn't lead you by the hand to the same degree that Metroid Fusion did with its 'computer' set-up. It's still quite possible to get lost and wonder where you should head next. The map might tell you that it's time to approach Kraid's lair, for example, but that doesn't mean you can just take a few passages and find yourself at the encounter; you'll have to locate hidden chutes and such all by yourself. |
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Metroid: Zero Mission review (Game Boy Advance) |
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Metroid: Zero Mission review (Game Boy Advance) |
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Reviewed by mariner (May 24, 2006) It is the start of one of the most cherished franchises, one that spawned sequels many consider to be among the best games of all time. It's ending surprised everyone, becoming one of the most iconic moments in gaming history. It is ingrained into our collective consciousness, an experience anyone who plays games knows about. And it's a bad game. Yes, you heard me. The original Metroid was nearly unplayable thanks to some poor decisions, limitations in the hardware, and simply awful design ... |
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Metroid: Zero Mission review (Game Boy Advance) |
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Reviewed by psychopenguin (March 12, 2004) The original Metroid, released in 1986, captivated its players by providing a challenging and epic quest. Featuring Samus Aran, a female bounty hunter with a mysterious past, players navigated unchartered terrain on an alien planet in an attempt to destroy the evil that reigned within its depths. Collecting items was a key part of the quest, as certain doors and locations were impossible to pass without a specific powerup. Many players spent countless hours in the deep caverns of Zebes fighting ... |
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