1. Metroid Fusion (GameBoy Advance, Nintendo, 2002)
It's kinda funny. I consider myself a pretty big fan of the Metroid series, but until this year there was only one game I considered to be a truly great game. Indeed, after the awesomeness of Super Metroid, I sought out other games in the series to play. I wasn't terribly impressed with the original or what little I played of its GameBoy sequel, and Prime sounded like a different game entirely. Fusion sounded good, and indeed I played and enjoyed its first hour... but before I could borrow the game, the friend who owned it (mc) moved away and I forgot about it. I then later played Zero Mission, which I found enjoyable but unexceptional. All this fed into the belief that maybe the series would only ever have one outstanding game for me.
I don't know what inspired me to think differently. Maybe it was Fusion sitting in my Backloggery, with the note I made to myself of "seemed good, I should play more...". Maybe it was my picking up a couple Castlevania games in mid-2009, reminding me of my love of Metroid. But regardless, one mc visit I decided to ask her to lend me the game. (I'd later discover that Ciato owned a copy anyway. Whoops!) I picked it up, started playing it. Around halfway through, the old GBA battery gave out and my save file was lost, but I was really enjoying the game at this point, and I started it again, completing it this time. Then I played it again, trying to get a better time. And again, trying to get 100%. And again, trying to beat it with the minimum items possible. And again, and again, and again.
What makes this game so good? It's kinda hard to explain if you aren't the type to dig Metroidvania-style games to begin with. Essentially, the game has just enough exploration for it to be a noticeable part of the game, but not completely dominant to the exclusion of the more action-oriented parts (I'd argue Zelda and its many clones fall into the trap of becoming the latter). Metroid Fusion in particular definitely prefers its action to its exploration, but what exploration is there is still good stuff. It can be pretty fun to explore the various platforming environments looking for both a route to your destination, and powerups on the side. The game's platforming layout is quite well-designed, with all sorts of ways to test the various tricks you get in finding your way from one place to another. This isn't particularly new to the series or even the sub-genre, although Fusion does deserve particular note for just how well it defends a few of its trickier-to-nab powerups. Getting these is purely a point of pride (100% is overkill for what is needed to beat the game) but the game makes you use the various "shinespark" platforming tricks to their maximum potential in order to pull off some of these item acquisitions. A nice nod to completionists, at least, even if I don't normally care about such things.
Still, while what exploration there is is good, that's not really where Fusion decided to pour its focus. Super Metroid had some pretty good action, but it didn't fully emphasise it. Partly the game was a bit too easy on pure action concerns, with enemies doing very little damage to Samus' monstrous durability. Fusion certainly changes that, with enemies hitting far harder than before. It's no longer possible to just run through stages largely heedless of the damage you take; this now gets you killed. On the other side of things, though, enemies very consistently drop a modest amount of health when killed; get through without taking too much damage and you'll never get screwed out of a little healing to keep you going in a long gauntlet. It's a game that is very fair but punishes you for laziness; it strikes a fine balance. The controls fit the game perfectly; Samus controls wonderfully, and the jump to the GBA actually made the controls BETTER, with running made automatic and switching to missiles and back made easier than ever.
Bosses are where the game really shows off that it can hang with the best of them as far as action-oriented platformers go. Especially later in the game, Samus sports great mobility, and having interesting boss fights that take advantage of this fact is something the series has had to grapple with. It succeeded well in Super Metroid with Ridley; in Fusion, the crowning success is Nightmare, a four-stage monstrosity which tests almost every attribute of Samus at that point in the game and even messes with the game's physics at one point. There's quite a few other terrific boss fights to be encountered in the game, and while Core-X fights may get a bit repetitive, this in no way eclipses the rest of the boss design, which is typically fantastic, and in the second half of the game, even reasonably challenging if you're not a hardcore explorer.
The game doesn't go too plot-heavy, of course, but what it does really nail is its atmosphere. The game weaves a story of just enough suspense/horror to keep the player's attention, without really dominating. The highlight of this, certainly, is the fact that a colony of parastic organisms armed with every weapon Samus has from the end of Super is wandering the ship, and a confrontation with it means certain doom. At several points in the game this monster must be avoided, or even snuck past, and these experiences never fail to make the player nervous (oh, the sound of those footsteps...) to outright frightened as Samus runs and dodges its attacks for her dear life. Otherwise, the game cultivates its mood quite well, with the mindless parasitic organisms feeling like a far more deadly antagonistic force than any space pirate or silverhaired swordsman ever was. Metroid has always tried to imitate the Alien series of movies (if the name Ridley didn't make it obvious), and Fusion represents the closest it has come to replicating that suspenseful tone.
Replay value? Oh yes, the game's got that. Despite the fact that the game does have (short) unskippable cutscenes which might otherwise discourage replays a bit (certainly one of the game's biggest flaws, but they get in the way less than, say, Final Fantasy Tactics' similar scenes, and those never stopped me from chain-replaying the game), it's a very easy game to pick up and just play again. With more items to find, and vasty different combinations of items to beat the game with (from 1% to 100%), and the fact that its action is just so plain fun, there's a lot to like here, and the game is short enough once you know what you're doing to make this quite easy. It also just flows well, despite those short cutscenes you're almost always doing some sort of interesting action or other. My personal delight came from beating the game with the minimum items possible (a deliberately set challenge by the design team) and by trying to beat it as quickly as possible, because controlling Samus at the high speeds she reaches, making full use of her various platforming (shinespark) tricks, and rolling from one fun boss fight to another, is just a terrific experience, and there was something just extra satisfying about getting that game clock the game publicises so boldly as you beat the game to under an hour.
Metroid Fusion is such a complete game that I'm left wondering if it isn't just plain the best game of its sub-genre ever. I never thought it would approach Super Metroid, itself one of my favourite games of all time, but objectively I have to conclude it has. It undeniably is a better action experience and cultivates a better mood. So where, if anywhere, does it fall short?
Is it the fact that the game more or less forces you to get all of its main upgrades, leading to a largely ultimately fixed route through the game each time? It feels like the game was able to design superior small-scale exploration due to knowing exactly what you had, but at the cost to the larger. How big a deal is this? A good question. For what the Metroidvania genre seeks to offer, a sense of exploration, arguably this cheapens the whole experience. Ultimately it only bothers me a little, but I do understand why it bothers some people a lot. A glance at sites like Metacritic and GameFAQs paints Fusion as the second most popular 2D Metroid, but I've certainly met a few who think it's consierably lower. Different strokes for different folks, naturally; for me, all this flaw can do is make me wonder if it's #1 or not.
And when a self-confessed big Metroid fan is faced with the tough decision of whether a game he played this year might just have a shot at dethroning one of his all-time favourite games for the right to be called the best Metroid game, you know nothing else he played this year has a chance. So I can say confidently: Metroid Fusion is the best game I played in 2010, and if you haven't played it yet and this genre holds any interest to you, you should. It rules.
The good: Outstanding small-scale exploration and action; great boss fights; great controls; highly replayable; an effectively-set mood
The bad: Weaker large-scale exploration than its predecessor; unskippable plot; music has little value outside the game
The ugly: My track record against spider bosses this year... screw YOU, Phantom and Yakuza