
Two of the more amazing things about playing Metroid now are how many well-executed similarities it has to the Prime series and how much of a sense of adventure this old game could convey despite my mind being spoiled by the visually immersive gaming experiences on modern systems. The player controls Samus Aran, then-secretly female bounty hunter, equipped with an arm cannon, as she explores the planet Zebes. At the beginning of the game, Samus' abilities are limited, making the locations she can access restrained. By locating ancient relics she will learn new techniques which allow her to research new areas and progress through the game. This formula is still the core of contemporary Metroid gameplay.

Another key aspect of "adventure" as a genre is exploration, which Metroid offers, but not without one caveat that my Prime sympathies can't help but mention: the lack of a map. To be clear, I would have liked a map that only kept track of where I had been, not where there was still to go. Having that sense of discovery and not knowing what's through the next door is what adventure games are all about and I wouldn't want to disrupt the up-and-running system already in place. However, when I finally reached the point where I was ready to descend to the final boss confrontation, I discovered that I had to go back and reacquire the ice beam to continue further. Without a map to assist in retraversing the entire maze, this fetch quest became unnecessarily frustrating. Alternatively, Samus could have been given the ability to switch between different beams on the fly. Sadly, I remember Metroid Prime pulling a similarly unfun backtracking stunt on me at the end of that game. Some traits shouldn't be passed on through generations.

Metroid is the total package when it comes to game design, so much so that the franchise isn't much different in modern iterations (though improvements have been made). It offers a legitimate challenge, one that actually forces the player to think strategically during combat while presenting puzzles and hidden secrets that test one's wits and encourage (and reward) discovery. I have come away from the game extremely eager to jump into Super Metroid in the near future.
:screenshots from VGMuseum: