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Review: Arc Rise Fantasia (Wii)
Man, it seems like forever since I first heard of and became interested in Arc Rise Fantasia. In reality, it hasn't been that long—Wikipedia tells me the title was unveiled just over two years ago—but between the publisher change and the simple fact that there's been pretty much nothing on the Wii in the way of RPGs, ever, it just seems like it's been longer, I suppose.
I think it was largely worth the wait. Arc Rise Fantasia does a lot of things right, and provides a reasonable quantity of bang for an even more reasonable quantity of bucks (forty, to be precise, unless it's bargain-binned by time you read this, in which case, hurrah for you!) But it's also going to cause a bit of pain in two key areas, which you should be aware of and make your own call on before putting down your money.
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Looking back at Metroid: A strange Fusion of elements
And now we've come to the last chapter of the Looking back at Metroid series and the final game chronologically in the Metroid timeline. After the release of Super Metroid, the franchise saw a long dry spell. An entire console generation passed before finally, eight years later, Metroid came back to life with not one, but two new games. Metroid Prime made its grand impact on the Gamecube, and Metroid Fusion debuted on the Game Boy Advance.

Even a bare glance at the box art makes it obvious that this Metroid was a bit different from its predecessors. In its own way, Fusion was every bit as experimental as Prime, despite being a traditional sidescroller. It changed Samus' classic look, presented players with a much more linear experience, and inserted dialog-heavy story sequences throughout the game. Classic, long running, beloved series spawn dedicated if critical fandoms. Sometimes, change can be hard to take.
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Looking back at Metroid: Return to Zebes
Super Metroid is considered to be one of the greatest games ever made. It consistently lands within the top ten on greatest hits lists and is no stranger to the number one spot. What is it about this game, released in 1994 for the SNES, that earns it such universally high praise?

There is no single design element or game play hook that sets Super Metroid so high. Rather, it was a game that achieved the highest levels of quality on all fronts. Detailed graphics and smooth animation supported visually engaging environments. The music drew the player into the game's alien world. The incredibly thoughtful level designs never grew repetitive and were full of new and interesting things. What's more, it has aged beautifully, and I find it a fresh experience even now, playing it for the dozenth time, around 16 years after I first picked it up. However, I didn't always feel that way.
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Review: Metroid: Other M (Wii)
Metroid: Other M is as much a departure for the venerable series of galactic renown as it is a return to form. First-person has been the name of the game for so long that it's hard to really imagine a console Metroid title any other way, particularly in three dimensions. After all, Metroid Prime's perspective was developer Retro Studios' solution to the design challenges a 3D Metroid would present, and without a doubt they succeeded famously in their attempts. What, then, would it take to make a third-person perspective as successful?

As unexpected as it was for Nintendo to partner with a Texas-based studio suffused with first-person shooter veterans for its first 3D-Metroid attempt, it was perhaps even more bizarre to find out that Ninja Gaiden's own Team Ninja would be handling the bulk of Other M's development. And yet, this was series-veteran Yoshio Sakamoto's solution to a problem he didn't feel his team had the expertise to address. Metroid seems to thrive on partnerships these days, as I think I can aptly dub the problem Solved.
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Looking back at Metroid: Legacy of a baby Metroid
After the original Metroid, the series did not see a new release until 5 years later when Metroid II: Return of Samus was launched for the original Game Boy. Following a more linear game design than either its predecessor or sequel, Metroid II was considered to be a weaker entry into the series and is arguably the least popular core Metroid title.

And yet, Metroid II remains the most influential game in the series, contributing not only new elements destined to reappear in later releases, but laying the foundation for Metroid's longest running meta-plot. Metroid II is the least popular Metroid, but its legacy is the farthest reaching.
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Looking back at Metroid: The spreading Corruption
I enjoy Corruption almost as much as I enjoy Echoes, but for opposite reasons. Echoes took the cerebral elements from Prime and expanded on them, resulting in a content-dense, if slow-moving game. Corruption took the action-oriented parts from Prime and streamlined them, resulting in a fast paced, but simplified romp. This is something I need to state up front, as my review of the trilogy's final game contains the highest amount of criticism.

I really find Corruption fun, but I do not find it as satisfying as its precursors. In many ways, Corruption is very different from Prime or Echoes, demonstrating a versatility of vision and execution within the Metroid framework. Corruption distinguishes itself from the previous two games right from the start with the plot.
