Silver Falls 3 Down Stars NEW 3DS Video Game Review

Silver Falls 3 Down Stars

NEW 3DS Video Game Review

Written By: Adolph Vega


3D

Silver Falls 3 Down Stars has nice stereoscopic 3D visuals. The 3D visuals  complement the view for the player. Silver Falls plays identically when playing the game in either 3D or 2D, therefore you will not gain any noteworthy change in performance by playing the game in 3D or in 2D. The game has a nice amount of 3D depth. The camera viewpoint moves with the player and it compliments the 3D as things appear closer or farther away from the player’s character. Sadly the game uses fog extensively in its various outside environments, and this fog really hampers the amount of 3D depth that can be shown. Various enemies or environmental elements may pop out of the screen, depending on where you point the adjustable camera. Occasionally you will enter more enclosed interior areas, the 3D really shines within these areas. Playing this game in 3D, helped to immerse me into the gameplay. Some locations in the game definitely look better in 3D, it just depends where you are in the game, and what you are doing. Overall I can recommend the 3D experience that Silver Falls provides, but I do wish that it was a little better. 

Final Verdict: Good 3D


Video Game

Silver Falls 3 Down Stars is one very ambitious Nintendo NEW 3DS video game. Silver Falls is a third person horror video game that resembles the popular Resident Evil and Silent Hill video game franchise’s, but it also is its own thing. To advance in this game you must solve some basic puzzles, explore the town and survive. The core aspects of Silver Falls are solid, but it has many problems that keep it from reaching its full potential. 

The story of Silver Falls 3 Down Stars is captivating. Silver Falls is the name of the town that you explore in this game. As your character(s) explore the town you notice that the residents have been frozen in time. The animals are not behaving normally, as they are violent and appear to be mutated. UFO’s have also been sighted within and flying above the town. All of these strange spooky things are happening at the same time, and you are attempting to uncover the mysteries of Silver Falls. You play as several different characters, each that have their own motivations and attributes. I give them credit; the game is more mature themed than I expected it to be. I really liked the thought provoking adult nature of the story. The story elements are intriguing, deep and they definitely got me hooked to see what happens next. As a survival horror video game, Silver Falls succeeds in setting up a scary atmosphere. In some ways Silver Falls feels like an old episode of the Twilight Zone. I adore the original Rod Serling Twilight Zone, and the fact that this game reminded me of that excellent television series is high praise. This game successfully scared me and gave me a sense of dread several times as I played this game. The game starts fairly open ended, and it ends in a more linear fashion. I feel like the second half of the game is stronger than the first half. The enemies become more terrifying and bizarre as the game progresses. Sadly the story progression can be very jarring as it transitions between the various characters. In an annoying fashion the game doesn’t give you the option to skip cut scenes, or to quickly advance dialogue with a specific button press. The story is sloppily put together, but it is fascinating in its presentation. So what exactly is going on in Silver Falls? How can you fix this peculiar situation ? To get the answers to these questions you will need to play though Silver Falls 3 Down Stars.

Sadly I had many issues with this Silver Falls 3 Down Stars. One issue that I need to address are the various technical problems. I had dozens of game crashes that caused me to restart from my last save point. The game crashes were so severe that it would force a restart on my New 3DS hardware itself. The game developer has acknowledged and taken responsibility for the technical issues. I give them credit on this regard, but the fact of the matter remains, this game is prone to crash and it is buggy. Please save your game often because you never know when the game will crash. I don’t entirely blame the developer because the crappy Unity 3D engine is very limited. Nintendo has helped this developer but updating 3DS games is a cumbersome and slow process . Regardless of who is at fault it can be difficult to enjoy the game because of the various technical issues. The game’s performance is also far from stellar. It works, but I wish it would overall flow better and have a more stable and faster frame rate. I don’t know what the specific frame rate is in this game (30, 60, or whatever), but it just feels like an old choppy Nintendo 64 game. Sometimes the various enemies may glitch on the environment itself. Once I even clipped through the walls, and fell into an out-of-bounds area where the geometry wasn’t functional, and it was entirely impossible for me to continue without restarting the game. I can forgive some bugs and glitches, as no game is 100% perfect, but sadly this game is very rough around the edges. The technical issues are enough to disrupt any enjoyment that this game provides.

Silver Falls is a huge game, and this aspect is both a good thing and a bad thing. The size of Silver Falls in-game world is simply too huge. I like having big environments to explore, but this open world is mostly empty with environments that all look very similar. Simply put it becomes boring to explore the game’s world. You may encounter some random enemy battles, but that hardly does anything to alleviate the vast boredom of a empty huge world that takes too long to traverse. The game has few things to find and interact with in this vast world. Eventually you gain the ability to teleport your character to specific areas in the game world. Sadly this fast travel system this is poorly implemented, and it becomes accessible way too late in the game. The game gives you a map of the main area, but it’s a basic map that’s limited to the pause menu. The map does not show your character’s current location in any way. The map is also only available for the main town of Silver Falls, and I wish that you had maps of all the various locations in the game. I understand having maps of all the areas could potentially spoil the explorative horror aspect of the game, so why not include one of those basic maps that fill in as you explore the specific area? That way the player doesn’t need to memorize all of the areas in such a large game. The mines and the sewers are the best areas in the game. These areas are very scary and they make great use of there claustrophobic environments. When this game narrows its scope is when it becomes a better more focused gameplay experience. The game has two modes - the main story mode and an additional mode called Frontier Fighters. The Frontier Fighters mode remixes some of story mode levels and gives the player a basic mission to complete in a specific timeframe. For example, one mission was to defeat all the enemies with limited ammo and health items. Another mission in Frontier Fighters mode was to shoot all the hidden targets in the level. The Frontier Fighters mode gives you the ability to upgrade your characters abilities, items and weapons. The Frontier Fighters mode is fairly meaty, and is a fun remix of the core gameplay. I definitely feel like the player will get their money’s worth with this game as the main story mode and the Frontier Fighters mode can take dozens if not one hundred or so hours to complete it all.

Unfortunately I was not a fan of the puzzles in this game. The various in-game puzzles are too vague, and they left me cluelessly wondering around the various game environments. I eventually figured things out, but it was annoying to play a game with so many cryptic solutions. You play as different characters in this game and at one point you can freely choose who to play as. This makes some of the puzzles more complex as you have to remember to go to specific area with a specific characters in a specific manner. I definitely want my video games to mentally challenge me, but I felt like the clues weren’t as clear as they could have been. Unfortunately for the player the game has no hint system either. 

How the controls are implemented in Silver Falls is also another problematic issue. The game controls themselves are fine, but how they specifically execute some gameplay aspects are the underlining issue. The game’s tutorial is hidden away in the ‘extras’ menu. The tutorial shouldn’t be in the extras menu, where it can easily be missed by the player. This tutorial mode is also fairly weak and I didn’t find it to be very helpful. At one point the game teaches you some dodging controls, but this interaction feels totally awkward and is out of place. The game even comments on this in a fourth wall break that is too cute by half. Camera controls are also a big annoyance for me. The game does give you full camera control which is awesome, but you need to go back to the main menu and reload the game before you can demonstrate the changes. Most games allow you to tweak camera controls in-game and allow the player to perceive the difference without fumbling through menus and reloading the entire game. It’s very tedious to simply adjust the y / x axis sensitivity for your adjustable camera. The process of getting the camera sensitivity to my liking took about 10-15 minutes of trial and error, when usually I can do this in other games in a matter of seconds. I also would have liked some sort of auto aim feature or lock on feature. All the enemy encounters are loose and it can be annoying to gather your bearings and aim when you are being attacked by an enemy. I also would have loved and a simple way to recenter the camera. The game also has issues with inconsistency of gameplay mechanics. For example, some items are used automatically and other items are not. For example, if you get some keys those keys will automatically open the locked door. On the other hand let's say that you find some wire cutters in the game. To use the wire cutters you will need to go to the menu, select the item, press A to active and hope that the game registered it correctly. The game can be finicky to precisely where the player needs to be to activate certain things. Eventually I figured out the controls and got my feel for the game, but it took way too much time. The game is definitely unpolished when it comes to its controls. 

Another issue that I had with the game was with the music. The compositions are fine and fit the overall tone of the game, but they are strangely absent from many environments. The music only kicks in during story cut scenes and during certain segments of the game. Most of the time the game has no music and it defaults to basic environmental sound effects. Having more music could have helped make the game less boring to play. The game desperately lacks an over world theme of some sorts. 

The graphics in this game are wildly inconsistent. Fog is ever present and is annoying to try to see where to go next. I understand the game wanted to set a mood, but this fog reminded me of the bad old days of 1997 with Turok: Dinosaur Hunter on the Nintendo 64. Fog is even in the various story cut scenes. The human characters look great, but some of the environmental textures look blurry and ugly. The game’s graphics take some time to load in between areas. The loading times are not terrible but it can kill the flow the of the game. This isn’t helped by the loading screens that don’t show a traditional loading bar or helpful tips like other games. This game shows you a black screen with some animated alien language that isn’t helpful, interesting or useful to look at. The mountains in the background are constantly glitching. Like I previously said, the game doesn’t have a consistent frame rate so it can get fairly choppy. The interior areas of the game look much better than the exterior areas. Maybe the game engine was optimized for interior areas because the difference is stark. A few locations are too dark and it makes it difficult for the player to see. I raised my Nintendo 3DS brightness levels to maximum and I still had issues. I understand that they want to create a mood, but I found it more annoying than scary to be in darkly lit areas. In some of the darker levels the game the player itself will produce a light to help guide the player. This light generates from the characters chest instead of a more natural hand flashlight. This is very odd looking and its awkward to see the characters in cut scenes. The chest light is functional but damn is it awkward and takes me out of the experience. This game definitely has its graphical flaws but overall I did overall like the visuals of Silver Falls

The item management is another issue I had with the game. Each character has their own limited inventory and a dog serves the purpose of larger inventory management. Interacting with this dog let’s you can store items and weapons to be accessed later in the game. This dog mechanic doesn’t make much sense, but its a video game so I can let this go. What I find frustrating is the fact that some items can be discarded and others cannot. I don’t understand that logic at all. There might be an instance where I need to carry an item, but my inventory is full. In this instance I would need to find the nearest dog and dump some items into the inventory dog and return to where I was. As you can imagine this can become tedious. The game doesn’t give you an option to upgrade your character inventory either in the story mode. Where the dog seems to hang out isn’t always a logical location. I would have wanted this inventory dog to always be near save points, but that isn’t always the case. I would have loved to have the option to use items instantly. For example if my character is low in health and I see a food item nearby I should be able to go up to the food item and use it without first adding it to the inventory. This could have been handled by a simple prompt when you see an item - press the A button to put in inventory, and the X button to use right away. This would have been super handy, but the developer didn’t implement it this way in the game. How the game handles weapons is intriguing. You have a main weapon, sub weapon and an emergency weapon. If you are surprised by an enemy attack you can use your emergency weapon but that will cause the weapon to be destroyed. I really liked this system of weapon management. You can also go to different time periods in the game and restock your supplies, I’m not sure if this is a bug or a feature. Overall the item management is pretty good but it could be handled better.  

I totally understand that many people may find my critiques to be nitpicking, but it all adds up to be a less than stellar experience. Your experience may vary, but overall the various little things did enough to dramatically decrease my enjoyment of this game. I can see many people love this game despite its flaws, and I get that but I imagine that most people will agree with my critiques. It’s frustrating because I feel like many of my issues can be patched up with game updates. Silver Falls 3 Down Stars is sorta-like a 1963 Ferrari 250 GTO (Popular Mechanics hottest car of all time), but this Ferrari has broken windows, an engine that needed an oil change 20,000 miles ago, and someone projectile vomited all over the interior in 1985 and it was never cleaned it up. Yes this metaphorical Ferrari is drivable, but it’s far from mint condition. Don’t get me wrong this is not the worst game ever, but it definitely needs many quality of life improvements.

Silver Falls 3 Down Stars for the Nintendo New 3DS is a video game that I wanted to love, but sadly I cannot. It's a valiant effort, but ultimately it's hard to strongly  recommend this game. Silver Falls is a fantastic game that is held back by its many rough edges. Many aspects of Silver Falls 3 Down Stars are well executed, but the overall package is lacking in many regards.

Final Verdict:

6/10

Now 7/10

Update April 11th 2023:

Since publishing this review a major update has been released for this game. This update has made the game look and play significantly better. The improved performance is substantial enough to justify a higher rating. The game was originally given a 6/10 and now I feel confident giving it a 7/10. You may still experience a random crash but those instances are now rare (so save often). The auto save feature is a life saver. Some minor glitches remain (graphics flicker) and minor issues with clipping on certain environmental elements. If you previously downloaded the game and where turned off because of the previous performance issues I say it’s worth updating and playing it again. The Nintendo 3DS eshop won’t allow you to buy the game now but you can update or redownload it if you previously purchased it. Silver Falls Three Down Stars is a very good game and is worthy of your time. I hope that this game is eventually turned into a movie or TV show because the story is fascinating.


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Metroid Samus Returns 3DS Video Game Review

Metroid Samus Returns
3DS Video Game Review

 Written By: Adolph Vega




3D

 

Sometimes when you play a game on the Nintendo 3DS, the stereoscopic 3D visuals look so nice that you never want to play that game in 2D. This game is a perfect example of that. The 3D visuals do two very specific things to this game. The first thing the 3D does is to make the game look sharper and more vivid. Whenever you play a Nintendo 3DS game in 3D the top screen changes and it essentially doubles the resolution of the game. Usually you don't notice the bump up in resolution, but in this game it definitely looks crisper and nicer when playing it in 3D. The second thing the 3D does is to give the player depth based 3D visuals. The graphics in the game are fully rendered with 3D polygons and geometry that really compliment the stereoscopic 3D. The game is played on a 2D plane, and the 3D allows the player to peer into the vast backgrounds of the various locations. The 3D creates a impressive diorama effect with many upon many layers of 3D depth . The 3D depth really bring this games world to life. Sometimes the environments within this game are rendered in a way where parts of the environment will appear closer to the player than other parts of the world. The level design and 3D visuals often compliment each other to make for a rich visual experience. One example of this is an area that has a pool of water in it. The player has to navigate within the water and this pool is a collection from a river that goes deep into the background. Rarely the game uses pop out 3D. This pop out 3D happens when you defeat some enemies, and they explode. The splattered body parts will briefly fly out of the screen. This pop out 3D is gimmicky but it is satisfying and fun to see. In one specific boss battle several elements of this enemy actually move in between the layers of 3D depth and it looks fantastic. This game is meant to be played in 3D and if you don’t play it in 3D you are doing yourself a disservice. Occasionally the 3D graphics may cause some visual hiccups in the smooth  frame rate of the game. These hiccups are minor and they aren't too distracting. Overall the 3D dramatically enhances the visuals of this game and really drew me into the gameplay. I played this game 99% on the highest 3D setting and the 1% in 2D. The 3D within this game is so fantastic, that I can easily recommend it to anyone. The 3D element of this game is some of the best stereoscopic 3D that the Nintendo 3DS has ever showcased, and without hesitation I give it my highest recommendation.

 

Final Verdict: Great 3D, Editor’s Choice 3D Award
 


Video Game

 

The "Metroid" video game franchise is a fan favorite . Before I get into this specific game, I want to briefly go over the Metroid video game franchise, and what makes it so special and compelling. I have enjoyed Metroid video games since the original. The original Metroid was released in 1986 on the Nintendo Entertainment System (NES) . The original Metroid was a fairly revolutionary video game for its time . Other platformers released in that era only allowed the player to scroll from left to right . In Metroid you could go left , right , up and down and fully explore a huge environment . The sequel to the original Metroid video game was “Metroid 2: The Return of Samus”, and it was originally released on the Nintendo GameBoy in 1991.  Metroid 2 was limited by the hardware that it was on, but it did an decent job of continuing the franchise. “Samus Returns” is essentially an enhanced remake/reboot of that 1991 game. The secret sauce that makes the Metroid games so successful is based on two things, exploration and empowerment. The main gameplay loop of the Metroid franchise revolves around the player exploring large environments and upgrading their gear to further explore the environments. Your main weapons are projectile based, and you can upgrade them to increase your killing power and to help you further explore. You can also gain new abilities to help you explore. For example you can find the ability to turn your character into a small ball. The ball form can help you reach parts of the environment that you couldn’t access before. This gameplay cycle is incredibly rewarding and is part of the reason this game franchise has been so beloved by the fans. When you complete a Metroid game, the main character, Samus Aran, is dramatically more powerful than when you started the game. Samus Aran (The main character you play as) is also one of the earliest strong female protagonists in a video game series. Samus Aran is a powerful character and is fairly interesting main protagonist. The gameplay mechanics of the Metroid games are often mimicked and replicated in other video games because it’s so enjoyable and rewarding  for the player. The mainline Metroid games are rare releases from Nintendo so they are coveted by the fans.    

 


'Samus Returns' introduces and changes many core aspects of the familar Metroid gameplay. The biggest change is the lack of a dedicated map. Maps have been a key aspect of helping the player explore the various locations in the games. This game takes away dedicated maps and instead automatically fills in a makeshift map as you explore the games world. Not having a dedicated map resembles how the original Metroid 2 was back in 1991 . This game features a new ability that essentially scans the environment and fills in the details of your makeshift map. However it must be noted that using this method will also show you locations of items and areas of the environment that can be destroyed. In some ways using this scanner ability spoils some of the exploration elements of the game. This feature is optional, but it is useful if the player ever needs assistance. The game also offers a new free aim feature that gives the player the ability to have very precise controls when firing weapons. This free aim mode is a wonderful addition and is well implemented. It makes so much sense; often I wondered why the previous Metroid games never had this feature before. The game also offers the new ability to inflict a melee attack on your enemies by counter their attacks. These melee attacks are dependent on timing and skill of the player to read the animations and actions of the enemies and act accordingly. Some enemies can ONLY be defeated by correctly countering their attacks with a melee attack. This melee ability is something the player needs to master to be successful in the game, and it can be difficult to get used to. I enjoyed this melee attack concept and found it very satisfying whenever I successfully countered an enemy’s attacks and dealt massive damage. The game rewards the player for successful melee attacks with in-game action cutscenes where Samus does special moves. These action cutscenes are exciting to watch and are a fun addition to the game. The game offers other new abilities, but for the sake of spoilers I won’t mention them. The only thing I want to say about those other new abilities is that they are interesting gameplay ideas that are sadly underutilized. Overall the gameplay changes are smart and push the series forward.

 


The game also introduces a control method that is different from what you might expect from other traditional 2D side scrolling Metroid games. You control Samus with the analog stick and not with the control pad. All the previous 2D side scrolling Metroid games have used the control pad for movement and this game uses the control stick input instead. The control pad is to used to activate the new special abilities. Toggling on/off the missile launcher is done with the R button and free aim is done with the L button, and firing the missiles is done with the Y button. This button combination can be ackward to accomplish for the player. The controls for this game definitely have a learning curve.  I wish the game offered options to fully customize your controls or to use the additional control inputs that are included on the NEW 3DS hardware in meaningful ways. The controls overall are strange, but work perfectly well once you get used to them.

 

The story for this game follows Samus Aran as she travels to a planet called SR388. Samus’s mission on this planet is to kill off all the Metroids. Metroids are flying parasitic creatures that have been wrecking the galaxy. It is a little strange to play a video game where your main objective is to cause the complete and total extinction of a species. The game never lingers on the twisted macabre elements of the story. The story element is minimal and it bookends the game with minor cut scenes. In this game you won’t be reading texts of lore, watching full motion video cut scenes, or talking to other characters. This game is fundamentally a solitary genocidal adventure. As you explore the environment, you will encounter statues that are surrounded by pools of acid. This acid will severely damage and kill the player if you attempt to transverse within it. Once you kill all the Metroids in the given area and return to the statues, the pools of acid will recede and allow for further exploration. This cycle of killing Metroids continues until the you extinguish them all from the planet and obliterate the queen Metroid. The game isn’t as violent or dark as it seems, but it is interesting to think about the deeper concepts the game dives into. Several Metroid games directly explain the fallout from this game so it’s definitely fun to return to this important game in the Metroid franchise. That being said prior experience in the Metroid game franchise is not needed to enjoy this game. Going back to the game, as you explore the environments the game also has  statues that give the player new powers and abilities. Some statues can recharge the missile or energy tanks for the player. Some statues can even be used to teleport to other places in the world map. Teleportation around the environments is a new and welcomed addition to the franchise. Teleportation speeds up progress and makes the game flow better and reduces backtracking . The player will still need to backtrack because certain areas cannot be explored until you acquire certain abilities or weapons. As you explore SR388 and exterminate all the Metroids, you will notice the remaining Metroids will become more powerful and adapt to their surroundings. The game does a nice job of providing distinct environments and a variety of creatures to interact with. At times the gameplay can become repetitive, but the game always finds new ways to challenge and intrigue the player. The game does a fabulous job of guiding the player to the next objectives, but also allowing for natural exportation. Getting lost is part of the game, and it's very rewarding to discover all the secrets within any given environment. I love exploring this world and found it very addicting as I always wanted to see what was lurking around the next corner. I also enjoyed the visceral, cathartic feelings this game provided as I hunted and defeated each Metroid one by one. The game offers a counter, so you know how many are left, and it becomes very satisfying to know that only one Metroid is left in the given area. I also appreciate the game keeping things simple and not overloading the player with unnecessary story and plot. This game is about exploring and killing Metroids, and it does both of those two elements well.

 

The game supports Nintendo Amiibo™ figures in interesting and substantial ways. Amiibo™ are small toys or statues of various  characters that have NFC (Near Field Communication) chips built in that can be used to unlock additional features within specific Nintendo games. All of the Metroid Amiibo™ figurines (4 total) are supported within this game and can be scanned in for additional exclusive features. To scan the Amiibo into the game you will need either the NEW 3DS/NEW 2DS XL hardware or the Amiibo™ scanner which is sold separately and is made for the older 3DS models. Some figures give the player additional supplies that are a permanent addition to the gameplay. These additional supplies (energy and missile tanks) are used like emergency supplies, that are not activated unless you completely deplete your standard supplies. Using Amiibo™ gives the player a nice advantage within the game . The gameplay is somewhat easier and provides a different and distinct experience for the player. In several occasions the extra supplies helped me defeat a few tougher enemies. For the purposes of this review I played about half the game with the Amiibo™ functionality on and half without. I enjoyed the game more with the Amiibo™ functionality activated. The player can also unlock exclusive art galleries with Amiibo™ that can be viewed after you completed the game. One Amiibo can help you find the location of the Metroids within the game. The game also has additional difficulty mode called the "fusion mode" that can only be unlocked with a specific Amiibo™ figure. I like the idea that these figures do something interesting within the game, but I wish the game had options to unlock these features without the need of purchasing these figures. To purchase all the Metroid Amiibo™ it would cost the player at least $55 (before taxes) and the game doesn’t include any of them. Some of the Amiibo™ maybe difficult to find, so it's unfair to give certain players more features and advtages that are exclusive to owning a specific figure. Nintendo could have made the fusion mode be unlocked either by scanning in the Amiibo™ or by completing the game on the hard difficulty. The Amiibo™ features fundamentally change the gameplay and it’s asking allot of the player to need to invest nearly $60+ in Amiibo™ to have full access to all the features within the game. The Amiibo™ functionality is totally optional for the player to use. I enjoy the features the Amiibo™ unlock but I have compassion for the  players who cannot afford to purchase all the Amiibo™. It’s just not fair to lock up many interesting features behind a artificial paywall. Hopefully Nintendo will include the option to unlock these exclusive features in different ways in a potential future software update. I really wish Nintendo could have implemented the Amiibo™ functionality better within this game.

 

The game is much harder in difficulty than I expected it to be. The higher default difficultly decreased my overall enjoyment with the game.  The game is difficult by choice and is aggravating at times. Many smaller simpler enemies are bullet sponges and will take several blasts to destroy. It takes way too long to defeat boss creatures, and it at times feels tedious. I have played a vast majority of the Metroid games, so I consider myself a veteran player, and I still found this game to be too difficult . I imagine that many players may become turned off by the higher difficulty and not complete the game. Experience and personal skill isn't the issue, the issue is that too many enemies need too many hits to be defeated. The difficulty of this game feels arbitrary and artificial. The original Metroid 2 game also had this problem, so I suppose it's referencing that element, but I have to question to why intentionally repeat the same mistake twice? I have no problem with difficult games and I have enjoyed many challenging games in the past, but this game just became annoying to play because of the difficulty. The difficulty gives the player the feeling of being underpowered which is counterproductive for this franchise. The difficulty mutes the power of the upgrades the player receives. The robot boss and the final boss both take too much damage to defeat and become a chore to battle. This experience is all from the "normal" difficulty setting, I don't want to even try the "Hard" or "Fusion" modes, which make the gameplay even more difficult. Sadly, the game feels difficult for the sake of being difficult,  and hurt my enjoyment of the game.



For the Nintendo 3DS, the game looks fantastic and sounds great. The frame rate can occasionally skip a beat, so it's not an entirely silky visual performance, but overall it runs fine. The character models look crisp, and I enjoyed how varied the environments were. The music matches the atmosphere of the levels and sounds great. The Metroid franchise has always had fantastic musical compositions and this game is no different. If you purchased the “Special Edition", it comes with a musical CD that has all the tracks from the game and many more songs from the various Metroid games . I often listen to this CD because the music is so well done. 

 


Overall I really enjoyed this entry within the Metroid franchise. This remake continues many of the elements of the original GameBoy game, but updates them and makes for a vastly superior experience . This is a fantastic way to remake a video game, and it’s a shame that the difficulty hampers this excellent game. The way the game uses Amiibo™ is also annoying and is an obvious cash grab by Nintendo. I have been wanting a traditional 2D Metroid game on the Nintendo 3DS for many years’, and this game delivers a great experience that is both new and familiar and it shouldn’t be missed.
 

Final Verdict: 9/10


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