Metroid: Samus Returns

Players control series protagonist Samus Aran, a bounty hunter who is contracted by the Galactic Federation to exterminate the parasitic Metroid species on their home planet of SR388.

While the story and structure parallel the original game, Samus Returns features redone graphics, updated controls and user interface, and new gameplay mechanics not seen in previous 2D Metroid titles, such as a melee counterattack and the ability to aim freely at any angle.

Development began in 2015, overseen by longtime producer Yoshio Sakamoto and directed by Takehiko Hosokawa, a game designer in the series.

Sakamoto was impressed with MercurySteam's understanding of the series, leading to their continued partnership for Metroid Dread (2021) on the Nintendo Switch.

[3] Players control series protagonist Samus Aran, a bounty hunter who explores labyrinthine environments, defeats hostile aliens, and collects power-ups to access new areas.

Successfully countering an enemy places Samus in an advantageous position; against Metroids, her next shot will be fully charged, and she can fire several Missiles at them.

After completing the game at least once, players can unlock Amiibo-exclusive content, including a Metroid II art gallery, a Samus Returns art gallery, a Sound Test, and Fusion Mode, an extra-hard difficulty setting featuring Samus's Fusion Suit.

After retrieving a small sampling of data confirming a Metroid presence within the planet, the Federation sends Samus to SR388 to destroy the species.

[18] In a post-credits scene, a Hornoad wanders on the planet's surface, gnaws on Ridley's discarded mechanical claw before suddenly being killed and copied into a vicious form by an X Parasite.

[19] Based on the item completion rating, players may unlock a series of images, depicting the history of the Chozo race inhabiting SR388.

[23] MercurySteam head Enric Álvarez described their collaboration with Nintendo as an "incredible" achievement,[24] and Sakamoto in return stated that the studio was the best choice for a Metroidvania game given their "good design sensibility" and respect for the Metroid series.

[26] After hearing that MercurySteam, following their involvement with Castlevania: Lords of Shadow – Mirror of Fate (2013), was interested in taking on the challenge of remaking a Metroid game, he visited their studio to organise a collaboration.

The Nintendo 3DS was Sakamoto's platform of choice to employ the 3D visuals and a dual-screen setup offered by the portable system.

[4] Sakamoto hoped to start from the original game's "simple and straightforward progression" and "spice up and excite the experience", offering new gameplay features and areas to explore such as the Aeion abilities.

[7] The team moved from the pixel art of 2D Metroid games to 3D models to incorporate varied animations and use different camera angles to enhance the cutscenes.

[8] A European Legacy Edition version also includes a soundtrack CD, alongside a 40-page art book, a Morph Ball keyring, an S-marked pin badge, a download code for Metroid II, and a steelbook designed in the likeness of a Game Boy cartridge.

[41] The game's soundtrack by Daisuke Matsuoka also received praise,[40] with Chris Carter of Destructoid calling the melodies "hauntingly beautiful".

[35] Webster called the game's combat "fast and fluid",[41] while Brown wrote that it was more aggressive and satisfying than expected.

[38] Conversely, Martin Robinson of Eurogamer criticized the effect of the counterattack system, writing that it led "to a staccato rhythm to the action as you're constantly stopped in your tracks for such one-note encounters".

[46] The game returned to the top sales charts on the Nintendo 3DS eShop in June 2021 following the announcement of Metroid Dread.

A screenshot of the Nintendo 3DS system's two screens: the top screen shows the player character standing in front of a round, orange gate while surrounded by a purple fog, and the bottom screen shows a map of the game world along with information such as how much health and how many missiles the player has left.
The player controls Samus Aran from a side-scrolling perspective on the 3DS top screen, and sees the HUD and map on the bottom screen.
Yoshio Sakamoto of Nintendo EPD served as the game's lead producer.