When Metroid: Samus Returns is operating at its peak, it stands among the best of the franchise, but unfortunately I found these peaks to be few and far between. I'm not ecstatic about the new things this entry brings to the series and I don't feel it really nails the returning features I enjoy in these games.
We'll start with the good stuff though.
At first I really wasn't into the art style. I love me some solid pixel art and it's sort of what I've come to expect in the 2D Metroid games. So the opening areas didn't help this by mostly being shades of really ugly yellow and brown. However, the game very quickly expands on this color palette and some of the mid to late game areas are truly gorgeous. There's a lot of detail here, especially in the background. You can see non-hostile critters moseying around back there, which is really cool. The game also foreshadows a couple bosses this way much like Metroid Fusion did, which is just as cool now as it was back then.
I'm a big fan of the 3DS's 3D effect (there are dozens of us!) and this game makes excellent use of it via these background environments, adding a sense of depth that wouldn't be nearly as impressive if it weren't for how well the 3D effect is implemented. Once I noticed how good it was I always kept it on while playing. It's probably among the best on the system, in this regard.
Samus feels good to control and I appreciate the 360 degree aiming mechanic, though the circle pad does hold it back a little bit as it's not as easy to aim with as a traditional controller joystick would be. The aiming helps add some leeway with positioning during boss fights and makes dealing with troublesome enemies much easier, especially once you get the "shoot through walls" upgrade.
The major bosses are pretty much all fun to fight and look impressive, especially for a 3DS game. There's one that happens close to the final stretch of the game against the Diggernaut that I really love. It elevates the typical "shoot weak point, jump around to avoid neon balls and contact damage" boss approach in a way I haven't really seen in this series often do before. I'm not even trying to trash talk that usual boss design, I just think this one stands out as something really special among most others.
But uh, there's not much else I really liked about this game.
Samus Returns introduces a new parry mechanic which I think is meant to add some extra flavor to the combat. Another option on top of your various ranged arm cannon attacks doesn't sound bad on paper, but I really dislike the implementation here. Most of the enemies have had their AI designed around this parry, which really just means when they see you they fuckin CHARGE at top speed right at you. You are intended to stop, wait for the moment before impact, then parry and follow up with some ranged shots to quickly kill them. The thing is, the game has like maybe 10 types of normal enemies and the majority of them do exactly this with minor variations. It makes backtracking super tedious because if you want to not take chip damage all the time from enemies rocketing at you left and right you need to progress really slow and deal with them one at a time, since the parry doesn't work all that well on multiple targets.
Speaking of backtracking, this game is a bit odd in respect to this. Some level of backtracking is inevitable and even welcome in a metroidvania. But the way this game segments the world into a series of areas connected by elevators means that once you clear an area there's really no reason to go back if you don't want to pick up the upgrades you missed using your new abilities. Since most of those upgrades are missile storage increases I really didn't find it worth my time to go back. Samus Returns doesn't really feel like a big interconnected world because the only spots where the areas link up (other than teleporters I guess) is at the entrance from the previous area and exit to the next. It's pretty lame, especially having just played through Metroid Prime which also uses elevators but at least has many different entrance and exit points all over each area. Metroid Prime also features better incentive to backtrack, even outside of the required amount.
Progression is mainly gated by requiring you to kill a certain number of Metroids before moving onto the next area. These Metroids make up all of the game's minibosses and there are roughly 40 of them to kill. There are only four primary forms of them though and it gets pretty tedious fighting the same miniboss over and over. This tedium is exacerbated by the way they sometimes run away mid-fight, forcing you to go searching in nearby rooms to track them down and continue the encounter. To a certain extent the dev's hands were tied with these minibosses-- this is a remake of Metroid II after all. But it feels like there was more they could have done to reduce how repetitive they felt.
This game also introduces four abilities that use a new resource called Aeion. The first of these is like a scanner that reveals breakable blocks around you and also reveals a portion of the map close to where you are. This is really handy and I'm sure was included to help alleviate frustrations of new players in searching for paths to find upgrades. I don't think it really "casualizes" the game or anything-- if anything, something like this is a welcome addition. But I do have a bone to pick with how it seems to have affected the way secret breakable blocks are incorporated into the level design. In past Metroid games, because we didn't have such an ability, secrets usually were pretty intuitive if you followed context clues and poked around a bit. A lot of the ones in this game felt very unintuitive, like they realized you could just use the ability so it didn't really matter if they placed blocks so you could figure it out naturally. The game also loves placing blocks that collapse when you step on them right at the end of puzzles, thereby forcing you to redo them from the beginning, which really got on my nerves by the end of the game.
I'll finish up with a bit of a nitpick. I cannot fathom why in the world the Chozo would design water draining locks such that they require Metroid DNA to be directly injected into them. Like what kind of sense does that make? You guys lived like this? Even if they somehow knew Samus would come here it makes no sense to gate off Metroids from her when they clearly seem to want her to exterminate them. But oh well.
So I found Samus Returns a tad disappointing in some regards, but it's nice to see an actual release from a franchise that seemed dead for quite a while, even if it's a remake of an older game. It's still a solid entry and I'd recommend it to any fan of the series, but maybe not to newcomers. There are better entries to experience first, imo. I'll have to check out Metroid Dread next so I can finally be all caught up!