The day has finally come, and brother, it was worth the wait. Nintendo , after years of sitting on the much-requested Metroid franchise, finally offers gamers what they crave: a true sequel that not only meets and exceeds the formula established in the three previous games in the series, it also exceeds the standards for what's expected in a handheld experience. Metroid Fusion is an outstanding achievement on the Game Boy Advance. It not only offers one hell of an action adventure design on the handheld hardware, it shows the market just what can be accomplished on the system given the proper time and commitment.

Features

Seven different areas to explore

Dozen hour adventure

GameCube link feature with Metroid Prime

Cartridge save (three slots)

Only for Game Boy Advance

Metroid Fusion picks up right after Super Metroid left off. On a routine trip back to planet SR388, Samus is attacked by a never-before-seen lifeform dubbed the X parasite. Unfortunately for our gal, the parasite infects almost all of Samus' vital systems. Near death, Samus is saved by a vaccine that's created from the DNA of the Metroid that she saved in her previous mission. But in the process, her body and familar suit were altered, leaving her in a much weaker state. Even so, she's sent to a research station to investigate, and potentially, eliminate the growing X parasite threat.

The X parasites will assume the form of other creatures using their DNA, so the station is overrun by familiar, but drastically mutated creatures that are controlled by the X. In her new state and new attire, Samus can now absorb any floating X parasite in the area; these parasites will replenish Samus' energy and weapon stock, just as the random icons did in the previous games. As players move deeper in the game, they'll battle bosses that are also in control by large X parasites. And by defeating these area bosses and absorbing the parasite from within, they'll recover one of the many abilities that Samus lost, from her trademark morphball to enhanced special techniques that are based off of her classic moves.

This will be the only real, potential spoiler that you'll read in this review, but it's important to know since it's the driving force of the entire Metroid Fusion storyline: one parasite, using part of Samus' DNA and previous suit, has assumed the form of the bounty hunter herself. This creature, dubbed SA-X from here on out, is essentially Samus at her prime (no pun intended). Encountering the SA-X in the game is cause for near certain death, because this thing wants you the same way you want the Parasite X: Dead.

The extensive plot in Metroid Fusion is excellent and engaging, even though it eventually takes the form of a familiar science fiction film in its surprises. But where the game really shines is in its overall gameplay. The developers take what's been established in Super Metroid for the SNES, Metroid for the NES, and Metroid II for the Game Boy, and follow that formula for Metroid Fusion's level design. Players will have to learn to use Samus' obtained abilities to open up hidden passages and doorways; certain blocks that can be destroyed cannot be without a certain technique, and many times that technique is learned deeper in the game. So mental notes will have to be made, because much of the hidden stuff in the research station requires backtracking after scoring a more powerful attack.

And it's the addition of the SA-X that really brings out a lot of "Oh, crap!" situations. Watching the Samus clone patrol an area from close proximity is a little stressful, considering that one false step means you're instant toast. Several instances throughout the adventure will put your quick reflexes to the test so as not to get blasted to smithereens by the SA-X clone...and some of the most fun and tense moments in the game are from the Samus/SA-X encounters.