• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Fire Emblem: Echoes vs. Metroid: Samus Returns; which was the more successful remake?

Golnei

Member
Because it didn't fit in the title, this will SPOIL aspects of BOTH GAMES, if that's something you're concerned about.






























































srbannerdssql.png


2017 saw the release of two remakes of the divisive, experimental second entries of long-running Nintendo series on the 3DS - Fire Emblem Echoes: Shadows of Valentia, and Metroid: Samus Returns; taking their inspiration from Fire Emblem Gaiden and Metroid II: Return of Samus - both originally released in 1991. How these two games, from very different developers (Intelligent Systems, the studio responsible for the Fire Emblem series through its inception; and Mercury Steam, on their first foray into the Metroid franchise) variously approached their source material is interesting to compare and contrast.

srbanner44fszw.png


SYSTEMS & GAME DESIGN
The first aspect which can be compared between the two is their take on the unique game structure and individual design decisions of the source games, as well as how they went about 'modernising' those quirks, both in relation to other entries within the series and the industry in general.

Echoes' faithfulness towards Gaiden's systems runs from broad design decisions - such as the near-exact replication of map design, focus on a world map structure, visitable towns and explorable dungeons - to smaller details such as magic being cast from health, the increased archer range (and 1-space counterattack) compared to the rest of the series, as well as broadly consistent statistical growth rates, the usage of an accurate instead of fudged displayed hit percentage (which the series abandoned in favour of the current approach with the GBA games), unique boss characteristics and weaknesses (the boss Jedah's having a specific order to which he must be attacked to receive damage, and the final boss falling to a specific low-level spell instead of the god-slaying Falchion) as well as the dread fighter to villager reclassing loop. The innovations and refinements to this structure were built on the base of surprising faithfulness to the original game - such as additional skills learned by classes or from weapons to add greater tactical depth to combat, boosts to the aforementioned statistical growth rates which still fell broadly in line with those of the original game, the inclusion of the 'Mila's Turnwheel' function which allowed player actions to be reversed to compensate for bad luck or hasty decisions, and inclusion of later series staples such as support conversations, playing without permanent unit death and base conversations. As such; while the game allowed for something resembling the original design philosophy of Gaiden to shine through, its faithfulness could also be argued to be a weakness - the extremely simplistic map design often cited as an example where a radical revision may have been in order.

Samus Returns can be compared along those lines - the 1991 original diverged from the first in the series through its focus on discrete, sequential areas over one continuous labyrinth, and structured itself around the hunt for 40 Metroids, the counter prominently displayed in the game UI throughout. These aspects were all reflected in the 3DS game, with additional refinements to bring things in line with modern series conventions - i.e., a map, diagonal aiming, fast travel and elevator cutscenes. However, on a moment-to-moment and core map design level, Samus Returns displays notable differences. Some of these disparities are purely to do with the technical limitations of the original title on the Gameboy - such as the zoomed-in field of view and monochrome palette, which give the original a specific, albeit unintended, atmosphere not shared by later titles. However, the fundamental flow of combat and navigation are also affected by three new additions new to 2D Metroid in general - 360 degree free aiming, Aeion abilities, and the melee counter mechanic. In particular, the early game encourages a reliance on the counter mechanic, with regular enemy health increased to match - this has drawn complaints for being a repetitive and obstructive gameplay device which needlessly slows the player down, but also praise for varying the strategy and pacing of basic gameplay from the now-staple 2D Metroid progression of beam spam to obliterating everything with the Screw Attack with little nuance in between. Likewise, the precision afforded by the aiming mechanic in boss fights and the way it forces a decision between movement and offense is a further tangible change in direction. Similarly, while hewing close to the original game's structure of linearly cleared, discrete sectors, the actual level design also displays changes in this regard - while maintaining the original's cavernous rooms in some respects, the freedom of movement with the wall-climbing Spider Ball is more often restricted, and paths are blocked with a higher degree of upgrade-specific barriers and blocks, along with an increased incidence of one-way or locked doorways. In this case, the deviation from the original while using the same base of ideas is apparent - the question more falls on whether the more focused and guided gameplay experience is superior - and in terms of the combat changes, whether the current approach offers a more enjoyable style of approaching the genre.

srbanner3pssic.png

ARTWORK & ART DIRECTION
When comparing the artwork of the two games, the contrasting nature of the Fire Emblem and Metroid franchises is most apparent - as the former is largely not bound to the same set of returning protagonists and supporting cast members (with few exceptions), there exists a far greater scope for reinterpretation - particularly where Gaiden's rather amorphous and inconsistent designs are concerned. While references were frequently made to the original artwork, the sometimes-radical departures from the Gaiden sprites were near-unanimously seen as improvements - as the job here was to essentially create characters from whole cloth, rather than iterating on firmly established lines. Where a comparison to Metroid can be drawn is the way it interpreted the designs of its enemies and monsters - the Mogall and Necrodragon display conservative iterations on their original sprites and later series appearances, while the choice of a more conventional dragon form for the previously muculent Duma was still done within reasonable bounds of the established material, taking care to highlight his decayed nature and solitary laser eye.

These creature designs are similar to the revisions undertaken for Samus Returns' Metroid forms - notably present in the Zeta Metroid's shift from a squatter, bipedal form to a lankier distribution of the same features in a more xenomorph-inspired frame, and the Omega Metroid's shift to a sleeker body shape which notably reduces its oversized head seen in its cameo appearance as the 'final boss' of Metroid Fusion. Like the alterations to Duma, these design changes aid in presenting the creatures as more visually formidable antagonists (especially taking into account the more visible variance in size) - and while it can be argued that the new designs diminish some of the original material's uniqueness, they seem to generally be well-received as modernisations. The character design, as mentioned above, takes a completely different approach due to both the nature of the Metroid series and Metroid II's place within it - unlike Gaiden, whose characters remained mostly obscure afterthoughts open to complete reinterpretation, Metroid II defined the modern image of Samus, from the general shape and structure of the suit to the now-iconic Varia shoulder pads. As such, the task faced by Samus Returns was not one of reinvention, but embellishment. That can be seen throughout its designs for Samus - keeping to the established template of the character, while adding in various additional details and aspects taken from throughout the series - an iteration of the now-standard Zero Suit as it appeared in Other M with minor colour alterations being the most visible, but also a visor with the same profile as that of the Prime Trilogy's Dark Samus, Metroid Prime's blue-accented Gravity Suit, large visible treads for the Spider Ball and a denser distribution of light strips throughout the suit.

However, while the character designs may be conservative, the environmental art of Samus Returns displays a massive change. Return of Samus was a monochrome Gameboy title with essentially no background detail at all, while Samus Returns' most striking visual details are its colourful, vibrant and animated 3D backgrounds, leaning towards the bright palette of Zero Mission and Other M. The change in presentation (and especially atmosphere) cannot be overstated - the tone of the game completely changes when moving between the monochrome simplicity of the Gameboy and Samus Returns' approach. This is another area in which taste can be seen to differ - while the increased visual feedback and interest of these additions is essential for a modern title, the degree to which they provide a livelier and brighter take on SR388 is considered a step down for those who found the original's limitations created a memorably tense and dread-filled experience.

MUSIC
Title (Metroid II) / Title (Metroid II)
Metroid Boss (Metroid II) / Omega Metroid (Samus Returns)
Chozo Ruins (Metroid II) / Chozo Ruins (Return of Samus)
Queen Metroid (Metroid II) / Queen Metroid (Samus Returns)

Vs. Duma (Gaiden) / A Fell God's Tempest (Echoes)
Land of Sorrow (Gaiden) / A Song for Bygone Days (Echoes)
Tower (Gaiden) / The Pinnacle of False Belief (Echoes)
Final Map (Gaiden) / Twilight of the Gods (Echoes)

Metroid II's soundtrack may be more of an outlier among the larger series than even its general structure and presentation - eschewing the melodic and memorable background tracks the series is known for, its area themes largely trend towards ambience and border in places on atonality. While Samus Returns does feature several arrangements of Metroid II's music, such as the 'Tunnel' theme, an atmospheric take on the Chozo Ruins track and a cover of the Baby Metroid theme, it largely deviates from the Metroid II soundtrack, whether with original material or covers of tracks from elsewhere in the series - prominently using the Lower Norfair, Theme of Samus and Brinstar (Red Soil) cues as well as the expected Ridley boss theme; in addition, the game's version of the title theme foregrounds the original Metroid theme before including elements of Metroid II's own title theme. Considering the nature of Metroid II's music, this liberal approach making significant use of popular tracks from the rest of the series would seem to be justified in pursuit of producing a recognisable 'Metroid' soundtrack - while also retaining some elements of the original game's approach in the use of primarily atmospheric music.

Fire Emblem Gaiden's soundtrack was not nearly the departure from series standards Metroid II's was, and as such integrating it into a modern remake in line with recent franchise games was not as difficult a task, however the comprehensiveness of the approach taken towards the original soundtrack is an interesting contrast. No tracks from the original game were left out, regardless of their seeming incompatibility with the most recent games in the series - such as the use of several distinct world map themes when compared against Fire Emblem Awakening's short world map jingle and Fire Emblem Fates' silent world map, the return of separate battle themes after Awakening and Fates' adoption of dynamic music; and retaining the final boss' chaotic map theme-interrupting track as opposed to going with playing a single map theme throughout as with both aforementioned games. Also worthy of note is the way in which Echoes builds on the leitmotifs of the original Gaiden score alongside original music, most notably in 'Lord of a Dead Empire' and 'Sacrifice and the Saint'.

Meanwhile, Samus Returns' more distant relationship with its source material results in several pieces from Metroid II being left out entirely, and avoids turning the original soundtrack's themes into longer-running leitmotifs through its preferential use of motifs established elsewhere in the series. This lack of 'faithfulness' is by no means a negative thing, however, as it does allow the game more freedom in terms of sound design, while decisions such as the use of a separate battle theme in Echoes could frequently feel like a pointless step back, a replication of tradition for tradition's sake. Original themes for each Metroid form further accentuate their progression, and while the use of music decoupled from individual areas (e.g. Lower Norfair in every superheated room) is a significant departure from previous games, it does fit Samus Returns' reduced emphasis on backtracking and effectively stage-based design which leaves less room to intimately characterise each area.


NEW STALKERS & OLD RIVALS
srbanner54dsq7.png

As a final point, both games' handling of a storied remake expectation - entirely new content and series continuity - serve as an interesting parallel. While as a RPG, Echoes' far more present storytelling and full voice acting can't be compared to a story-light Metroid title through basic structure, the way these additional elements are introduced in relation to the original games does create an interesting contrast. Along with new threats throughout the main bulk of the storyline (the ever-present Diggernaut in Samus Returns, the new antagonist Berkut in Echoes) and backstory additions in line with series mythology (the clarification of Mila and Duma's nature as Divine Dragons and the looming threat of Grima; plus his newly created backstory, alongside the references to Metroid Fusion's X in Samus Returns, as well as the ominous introduction of the Chozo civil war) Echoes and Samus Returns also feature a final 'bonus' boss who appears elsewhere in the series - for Echoes, a nascent form of Fire Emblem Awakening's Grima, and Samus Returns the near-omnipresent Ridley.

Where this differs most is in how this element is treated - it is impossible to fight Grima in Echoes before the credits run, and the 'Labyrinth of Thabes' in which he appears is firmly treated as a dubiously canonical postscript. Meanwhile, Ridley's appearance in Samus Returns is a mandatory part of the finale - he's now the actual final boss; not an extra challenge for a higher difficulty mode, certain completion time or percentage. It's a fascinating difference in how Samus Returns and Echoes exist in relation to their source material that a game far lighter on story content and additional narrative is the one which made the decision to make such a central change.

In any case, Samus Returns did get away with a much neater title - "Fire Emblem Echoes: Shadows of Valentia" will always be a mess.
 

Giolon

Member
Spoiler warning for Samus Returns, yikes! The game's barely 2 weeks old. You might want to put that up front.
 

Golnei

Member
Spoiler warning for Samus Returns, yikes! The game's barely 2 weeks old. You might want to put that up front.

I tried to keep it as close to the beginning as I could.

(Because it didn't fit in the title, this will spoil aspects of both games, if that's something you're concerned about.)

I've moved it to the very top instead of the first paragraph.
 

Blues1990

Member
You made an interesting point that both games (and their respective remakes) were released in the same year.

Funny enough, both remakes are easily my favourite 3DS games to come out and are an excellent send off to the portable. Great write up!
 

redcrayon

Member
Lovely thread, I appreciate the work you've put into setting up this discussion. I played Echoes earlier this year, and, having not played the original, can't really comment on the changes. In terms of mechanics I felt the 'casting from HP' was largely mitigated through multiple ways of regenerating HP and area healing though, and compared to some other portable
games in the series I loved the 'pitched battle' feel to some of the larger maps/encounters. Also, summoning units on both sides. Aside from summoning Pegasus knights in Path of Radiance/Radiant Dawn, that felt different here, and prioritising killing the casters was something I really enjoyed.

I played Samus Returns on GB and hope to get to the new 3DS game soon, but I'm looking forward to having things like the addition of a map and fast travel. I'm slightly hesitant given Mercury Steam's previous work on adding depth to a 2D combat system, Mirror of Fate, ended up slowing down what felt arcadey and snappy elsewhere in the series, but its had great reviews and the concept of a melee counter is interesting enough considering Samus's otherwise mainly ranged/dodging fighting style.
 

Erheller

Member
Echoes has the series' best presentation by far. But the maps are the series' worst, on par with the original. And you don't even get infinite-range warp/rescue to deal with them. But you've covered those points already.

Touching on the story, IS was willing to add new heroes and villains - Berkut, Rinea, MYSTERY MAKSED MAN #2. Some of these additions were better than others (Berkut in particular is a decent foil to Alm, while MYSTERY MASKED MAN #2 exists to save Celica and make her look impulsive and irrational). But IS wasn't willing to change the fact that almost every recruitable female character has to be saved first (including one of the most powerful knights on the continent, lore-wise and gameplay-wise).
 

ryseing

Member
Echoes not fixing the map design is a big deal. I love the game, and it's probably my favorite of the 3DS titles, but IS really should have embraced change in this regard like Mercury Steam did.

So Metroid edges it out as the more successful remake, though the post game Grima dungeon is a great addition to Echoes.

Do note that this is coming from someone that did not play either of the originals.
 

kunonabi

Member
Fire Emblem easily. Samus Returns completely misses the point of the original. It's more of a disposable nostalgia romp for the Metroid series in general than a proper retelling of Metroid II.
 

Ridley327

Member
Fire Emblem easily. Samus Returns completely misses the point of the original. It's more of a disposable nostalgia romp for the Metroid series in general than a proper retelling of Metroid II.

What exactly did Samus Returns miss? If anything, my biggest knock on the game was keeping to the structure of the original a little too rigidly, as I would have loved for them to have redesigned SR-388 for a more seamless world, rather than the "digging down" level structure that they stuck with that was already present.
 

diaspora

Member
Echoes not fixing the map design is a big deal. I love the game, and it's probably my favorite of the 3DS titles, but IS really should have embraced change in this regard like Mercury Steam did.

So Metroid edges it out as the more successful remake, though the post game Grima dungeon is a great addition to Echoes.

Do note that this is coming from someone that did not play either of the originals.
This. SoV had extraordinary production values but it wasn't that fun for me to play.
 

Semajer

Member
While I enjoyed both games I think that Metroid was the better remake as it added improvements that will benefit the whole series. Echoes raised the production values standard for the Fire Emblem series with excellent art and voice acting, but they failed to implement or update the game with developments created for post-Gaiden games like the weapon triangle or decent map design/enemy layout. The amount of unused skills and the short development cycle suggest that they wanted to do more but ran out of time. I think the game steered too close to the original in terms of gameplay, ultimately to its detriment.
 

Sterok

Member
Shadows of Valentia is arguably a better remake, keeping most things intact, and just updating and adding things. Samus Returns has been called more of a reimagining, having more significant changes in moveset, level design, boss encounters, and general atmosphere. Of course, Valentia probably should've updated the map design at least along with some other things to make it as good as the recent entries, while quality wise Samus Returns proudly stands next to Super/Fusion/Zero Mission, so overall Metroid gets my nod. The original Metroid II did some nice things that weren't carried over, but most of them really wouldn't fly in a modern game, so updating those was probably for the best.
 
Fire Emblem easily. Samus Returns completely misses the point of the original. It's more of a disposable nostalgia romp for the Metroid series in general than a proper retelling of Metroid II.

Sounds awfully faithful to the experience of playing Metroid II today if you ask me :p
 

Lunar15

Member
Echoes seems to be the more faithful adaptation, for better or worse. Those maps are bad, but the production values are out of this world. It's also worth nothing that, at least for me, going back to a simpler time with less mechanics was actually pretty refreshing. I enjoyed the game much more than I did Fates, even though that game is supposed to have the best gameplay the series has had in a long time. I'm definitely a weird outlier though.

Samus Returns really feels more like a new game than a remake and while I'm enjoying it, there's something that's off about it and I absolutely do not have the words to describe it. Maybe it's the fact that enemies feel weirdly obtuse and particularly samey throughout or the fact that the level design is just kinda... off? I dunno. It's a great game with stellar production values, but there's something about it that's just throwing me off just slightly.

It's also worth noting that my expectations for Samus Returns were likely higher than anything I could have expected for Echoes. I didn't think echoes was going to be that great and was fairly surprised, while I expected Samus Returns to be a knock-out and it's slightly disappointing.

Measuring the success of either approach is odd. I'd probably be inclined to say that Metroid was more successful because I hear less complaints about it than Echoes. Echoes, despite something that I enjoyed, has the immediate issue of "bad map design" that you hear from nearly everyone that plays it. Complaints about Samus Returns are a little more nuanced and spread out, implying some things were less important than others.

That said, I think it's more impressive that IS was able to remake FE:2 and do so in such a faithful way. Both Metroid II and FE2 are weird stepchildren in their respective franchises, but I think FE2 is the one that's harder to imagine a remake for. Metroid II is pretty well liked despite having the weird metroid elimination tactic and being more linear, but at the end of the day, it's not so far removed from other games in the series that a remake seems unimaginable. Meanwhile, FE2, with its dungeons, map design, towns, etc. seems so completely different from what one would expect from a modern Fire Emblem game, and yet, they managed to get every single aspect in there AND make a pretty good game, despite complaints about the map design. That accomplishment stands out more to me than Samus Returns.

But Samus Returns couldn't afford to be risky. It needed to be a safe callback to 2D metroid. Fire Emblem is at the peak of its renaissance. The series is popular and Intelligent Systems has leeway to get tricky with the remake as I'm sure Echoes was something they decided they could pump out on the current engine to bridge the gap between Fates and Switch while maintaining interest in Heroes. Samus Returns had to revive an entire franchise. It couldn't be a remake of Metroid II. It had to be closer to what most people are familiar with about Metroid. And they did that, for the most part. They just didn't really outshine any recent metroidvania in doing so, other than in production value.
 

simonshinra

Neo Member
Liked them both very much, but the presentation in SoV is so much better compared to Samus Returns (The ost and the English dub are stellar).
I wish they'd remade Zelda II, now that we have these two remakes on 3DS. Now that Zelda is all about breaking conventions it'd be interesting revisiting such a controversial game in the series, with some modern tweaks.
 
Echoes preserves the soul of Fire Emblem Gaiden, and even keeps much of the gameplay as intact as possible, while upgrading literally everything else. Best 3D FE presentation by far (minus the lack of 3D in engine cutscenes, but making up for it somewhat with excellent and full VA), that preserves a lot of the craziness of Gaiden's gameplay, when it could've very easily modernized it and lost what made Gaiden mechanically distinct. Yeah, the maps are awful and everything is rout, but I still had fun playing Mongol Emblem, ft. dread fighters (Horse Knights with Killer Bows fucking OP).

The story was fleshed out considerably, the cast made more memorable, and so on. Very near a perfect remake in my eyes.

Samus Returns meanwhile is an excellent game, truly. And a great Metroid game. But it misses a lot of what made Metroid 2 interesting. I played AM2R several times, and I finally played through Metroid 2 proper the week before SR's release, so I'm fairly well acquainted with Metroid 2.

Samus Returns is so concerned with shouldering the legacy of 2D Metroid, and proving itself a triumphant return to form, that it sort of loses the essence of the game it's remade from. Samus needs to be cool and confident, especially in the face of the new boss just to wash the taste of Other M out of peoples' mouths, even though it sort of alters the ending considerably.The linearity and general hook is preserved, yes, but the atmosphere (even dsepite amazing 3D backgrounds) doesn't quite nail what the GB original did. Even AM2R really didn't quite nail it, though I feel it was a bit closer with regards to the "feel" of the game. .

In addition, while the parry and 360 degree aiming really do feel great, I feel that they messed with the flow of 2D Metroid perhaps a bit too much. It made it a lot more stop and go than Metroid traditionally is, and I don't think I like that as much. Enemies have a lot more health for no reason, and do a ton more damage, and even get upgraded throughout the game. When I'm fully upgraded at the end of the game, my plasma beam should one shot (or MAAAYBE two shot) every enemy minus Metroids and bosses. Screw attack should be unstoppable, I shouldn't get bounced off of random enemies or have to hit them with it twice.

Again, it's a great damn game, but it just has lots of little changes in atmosphere, story, and series convention to the point that I feel it doesn't quite stack up as a "perfect remake". In many ways it's the game Metroid needed though, so I don't mind it's experimentation. I don't think a game as oppressive as M2 would've been as "marketable" as a triumphant action-y reboot of M2 is.

So yeah, in my mind, Echoes is the better remake. If only for the preservation of silly Gaiden-defining mechanics like archers and shit Resistance and the massively upgraded story and presentation (and that story cannot be overstated after the horrors of Fates and to a lesser degree awakening. World building and non-anime stereotype characters was such a breath of fresh air. Plus Alm is a super likable protagonist after the shitfest of Corrin and the blandness of Chrom). It would have been perfect if it redesigned the actual maps to be fun, and the objectives to be interesting.

As it stands it occupies a notch right above HG/SS in terms of remakes. I think it's overall a more substantial upgrade to its original game, but is hurt by its refusal to betray the original just that ONE crucial way, much like HGSS, In HGSS it is the terrible level scaling (and also the lack of Kanto story/direction imo).
 

Lunar15

Member
Metroid solely for the fact that it's a bigger franchise?

Fire Emblem isn't -that- big.

Not only does this post really undermine the entire idea that OP was trying to convey, it's also pretty ignorant of the fact that Fire Emblem is definitely a larger franchise than Metroid at this moment. At least in terms of importance for Nintendo.
 

Lelou

Member
Echoes indeed..
Even if i loved and enjoyed metroid, it feels to me as a small budget game, and i have found many more lacks and flaws on it than the remake of gaiden.
 

Wilsongt

Member
Not only does this post really undermine the entire idea that OP was trying to convey, it's also pretty ignorant of the fact that Fire Emblem is definitely a larger franchise than Metroid at this moment.

At the moment, yes. It's fanbase has indeed grown.

But in terms of the overall size of the fanbases given Metoids lengthly history, I would still believe Metroid has the larger fanbase in genetal.
 

ryushe

Member
I've only played minutes of both FE Gaiden and Metroid The Return of Samus, so each remake was essentially brand new entries from these franchises I love. But I will say, while I liked Samus Returns a whole lot, I freaking loved FE Echo's and rank it as one of, if not my favorite Fire Emblem game.
 

Lunar15

Member
At the moment, yes. It's fanbase has indeed grown.

But in terms of the overall size of the fanbases given Metoids lengthly history, I would still believe Metroid has the larger fanbase in genetal.

Depends on the market we're discussing. In America? Most likely. In Japan? Not even close.
 

Sterok

Member
At the moment, yes. It's fanbase has indeed grown.

But in terms of the overall size of the fanbases given Metoids lengthly history, I would still believe Metroid has the larger fanbase in genetal.

After Heroes? Not a chance. Fire Emblem is easily much bigger. Shadows of Valentia will definitely sell more than Samus Returns as well, though mostly due to Japan.
 

Lunar15

Member
After Heroes? Not a chance. Fire Emblem is easily much bigger. Shadows of Valentia will definitely sell more than Samus Returns as well, though mostly due to Japan.

Shadows of Valentia did not sell well in Japan, to my knowledge. Not sure how Samus Returns will do in Japan though.

Either way, this wasn't a thread about sales, it's a thread about how successfully developers were able to remake a specific game.
 
Great OP there.
I think Echoes stuck too close to the original blueprint for its map design, they'd updated and fleshed out the rest of the content a ton seemingly but chose to leave the most vital part of the game a bit too antiquated.
I've only got halfway through Echoes, I like it a fair amount (in a lot of ways I appreciate it more than Fates) but the simplistic and sometimes just plain dodgy maps hinder something that could've been stronger.

In a sense I guess it's really about what a remake sets out to do, give the original a new coat of paint? overhaul it significantly so it can appeal to a wider player base? I think Metroid took the better angle here of taking the base and then expanding in its own direction (the original M2 still exists after all, as a result someone like me who was dubious about trying 2 has finally tackled it in another form as a result of Mercury Steam's work).
 
FE Echoes is more faithful to the source material, but in the case of Echoes, that's not a good thing. It has the same problem that Shadow Dragon had, where a lack of modern updates compromises the game's quality in this particular era. The only thing Echoes really did in the long run was slightly raise the FE production bar with its artwork and VA work.

Samus Returns, in contrast, did a much better job at updating Metroid II, and also elevating the Metroid franchise as a whole. 360 degree aiming is absolutely stellar and is an improvement that should continue to be used in any 2D Metroid game. The boss fights are also far more interesting in Samus Returns (I just wish there were more of them), and the world structure is also better (albeit a little too faithful to the original design of SR388, which unfortunately interferes with natural item collection).

I'd say Samus Returns is overall the better remake, mostly because it does a better job of updating and improving upon its source material, which is the entire point of an actual remake.
 

jwhit28

Member
Great OP. FE2 was sort of forgotten as early as the next entry when FE3 dropped most of it's gameplay setup and became a remake and direct sequel of FE1. I think that made sticking to the original so much a better decision since it is already incredibly unique. Samus Returns is so much more important storywise to Metroid with it introducing the life saving baby and the supposed eradication of the titular enemy, but moment to moment gameplay is much closer to the rest of the series than FE2 is to Fire Emblem. They had to add complexity that the Gameboy release didn't really allow for and make it more inline with it's sequels.
 
Top Bottom