Review falithes 4/5 · Jan 20, 2026
A humble beginning
I never played this back in the day, though I did play Metroid 2 on the gameboy. It's honestly impressive how much they get right with this first entry. Atmosphere, non-linear exploration, iconic enemies. Tight controls. Progression. It's by no means perfect. Progression is often quiet obtuse and the lack of a map makes navigation very challenging. Especially with how …
I never played this back in the day, though I did play Metroid 2 on the gameboy. It's honestly impressive how much they get right with this first entry. Atmosphere, non-linear exploration, iconic enemies. Tight controls. Progression. It's by no means perfect. Progression is often quiet obtuse and the lack of a map makes navigation very challenging. Especially with how many secrets are in this game. Sometimes even essential paths forwards are hidden behind destructible walls that you can only tell are destructible by having an irrational hate of all walls and floors, like with the first Zelda game.
Nintendo really was in their A game when it game to tutorializing their early games. The first screen here is brilliant and economical. You can go either left or right. If you go right, you will be stuck. There's a wall, with a small gap/tunnel you can't fit through. You back track and go the other direction (left) and you find the first upgrade. The morph ball. Now you can progress. This communicates to you that you need to explore and upgrades will allow you to progress deeper into the world. That is the key tenets you need to understand to beat the game. Though I think they should have also included a destructible wall given how important finding those becomes.
From there you really are free to meander around. You will encounter things that will block progress. Such as a red colored door you can't open. In the instruction manual, it tells you that these doors need missiles to destroy, the game itself doesn't communicate this to you within the game world. Pity because it took me awhile to realize I could now open these doors.
I did end up using an online map to navigate. I rarely looked up a guide on how to specifically find hidden things, though I did have to just give up a few times. The instruction manual did include a map of the whole game, but unlike the Zelda map, it's really not that useful. Though the instruction manual lays out your objective. Kill the two mini-bosses (while also telling you where they are in the game) and fight Mother Brain. So looking up a map online didn't really feel like cheating since they provided all this essential detail in the instruction manual. Like I said with my earlier review of Zelda 1, instruction manuals are a lost art.
Metroid is a trial and error type of game that does punish you pretty heavily for failure. Making it feel unfair at times. If you die, you start at the beginning of the game with only 30 energy. Even if you have 5 energy tanks, you only have a third of one when you respawn... there are no ways to quickly replenish your energy other than picking up a rare and hidden energy tank... so you have to farm for energy and missiles. That can take 30+ minutes to restore your stock... again this feels like padding. Which wasn't really necessary since the game is already kind of long. There's also no save stations like in Metroid 2 or onward. So you have to quit out with a second controller like in Zelda 1 and get a password to reload your progress. But you spawn with only 30 energy again...
If you can get over the awkwardness of password savings, the extreme punishment of quitting/dying (starting with 30 energy and needing to farm for 30 minutes to replenish), this game has a lot to offer. It's deeply atmospheric that constantly rewards exploration. You start off weak, but by the end game when you have the screw attack and plenty of missiles you will plow through the game and it feels great. The platforming and gameplay do also feel pretty tight. It does suck you can't crouch shoot (you have to use the morph ball bombs to attack enemies or have the wave beam) or shoot at angles, but overall the game is balanced around this and it still feels good. it sucks you can't swap between different beams. While there were limited controller buttons, Megan Man and Zelda 2 got around this by having you select abilities on the pause screen. In Metroid, the pause button just pauses the game, no pause menu, so they certainly could have added this.
Still though, with a map at your side, this is something worth playing. I had fun with it even if the last boss kind of sucks to fight.














