A new Metroid probably doesn't need much in the way of introducing.
In terms of controls it definitely feels similar to what little I played of Samus Returns - melee counters and the timing of them seem particularly important to your ongoing survival. It shifts about very smoothly, and generally the controls feel pretty great. There's some smart lighting effects, particularly when rooms are just barely lit by the features of your suit, but eventually light up to reveal a whole load of neat additional detail. The map seems revised in really effective ways, auto-marking useful details as well as allowing you to stamp your own reminders on top.
I'm a few hours in and liking it, and although I'm not going to talk about any particular story beats, my biggest gripe by far is the game's need to be cinematic and how that stifles the atmosphere. Super Metroid's an all-timer for me, and part of that stems from the mood it creates of isolation and independence. Instead, walking into a new area here has taken things out of my hands to show me a cut scene a few too many times already, boss fights have relied more on launching into lengthy scripted counter-attacks than my general fighting capability, and there are regular check-ins with an overbearing AI with an inexplicably "80s robot" voice. Hopefully these are just early-doors blues, and the game lets off a little as I get further in.
Still, new Metroid! That's nice.
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