However I have to dispute the "baby Metroid" games for the gba. First of all they have difficulty select, and I can assure you playing through either one on hard is much more difficult than Super
"Super Metroid for kids" does not refer to raw difficulty. It refers to Super putting you in a hazardous environment and saying "Go figure out how to get the Baby Metroid back" - actual exploration of an unknown world, with no warning signs, stuck in a place you don't really want to be in - while Fusion/ZM are more like tours in an amusement park, "Hello adventurer! Go here, it will be fun! After that, explore this area! There will be something interesting! Oh, and there is a boss battle coming up in 5 minutes, ready yourself!"
In Super Metroid, you are the hero that is going to conquer the world, slaying everything that tries to obstruct your path.
In Fusion/ZM you are a little kid on vacation, holding the hand of your daddy, and he goes "There will be a rock coming up next, do you want to try climbing? Okay let's do this, heave-ho!"
unless you're doing some crazy sequence breaking or self-imposed restrictions.
Playing on hard mode seems like a self-imposed restriction to me :^)
I also find it strange that you say Zero Mission is the most linear considering there are legit sequence breaks in that game and the only one in Fusion brings you to a room that says "good job getting here, now turn around."
Maybe linearity is the wrong word.. there is some degree of exploration in Fusion. Sometimes you get lost. You search for a Data Center, and don't know where it is. After you unlock the Red Hatches, you just try to figure your way back and find the Diffusion Missiles 'by accident'. You feel lost and afraid in Sector 6 (NOC) before you get the Varia Suit. You are in a permanent state of "I do not want to meet the SA-X".
In ZM, you can sequence break IF YOU REALLY GO OUT OF YOUR FUCKIN WAY TO DO IT. There's a BLINK BLINK GO HERE thing on the map at all times, and you have to REALLY go "No, fuck you, game!" to even attempt to sequence break. At no point ever during the game you actually feel threatened or get the feeling that you are moving through an environment you don't belong in. I don't think that really counts.
In SM, people sequence break by accident all the time, getting to Kraid/Spazer before HiJump Boots, never collecting several major items, etc; I've seen someone do Phantoon prior to Crocomire because he figured out horizontal shinesparking and never needed grapple.
You can't sequence break at all in Fusion, and you just won't even get close to sequence breaking ever in a casual ZM playthrough unless you started the game with a "I want to break things" mindset from the get-go.
The Prime series is a pretty drastic departure but they are great games in their own right. The lore and worlds they establish feel very alive and things like the Space Pirate logs make Samus seem like even more of a badass than ever. While they are very different they do the series justice.
As said, I didn't really play them, just saw other people play them and occasionally caught speedruns. The movement seems weird, I dislike the colours (everything is some kinda light brown tint), I don't dig FPSes in the first place, let alone on gamepad, etc. Nothing I saw of them sparked me into wanting to play them, but yeah I don't really know anything.
Hunters was atrocious and I guarantee if you played it you wouldn't be saying anything positive about besides maybe liking the design of some of the rival bounty hunters.
What's so bad about it? I just saw a speedrun of it and thought it looked.. interesting. The movement seemed very fluid.
I hesitate to even say it's a Metroid game because besides some fan service like Phantoon and Nightmare showing up it doesn't really have any of the elements that make a Metroid.
What ARE those elements? I mean if you compare what Metroid I is to what Metroid Fusion is, there's really not a lot of overlap beyond "You can roll into a Ball and there are Missiles somewhere on the ground". I don't think there really is a Metroid 'formula' (much like I don't think there is a Zelda one).
And as for a difficulty select for the GBA Metroids, yeah right. If there were, I don't think I would've sold Zero Mission. I know for a fact Fusion lacks a difficulty mode.
Zero Mission has a hard mode after you complete the game, Fusion has one on the JP version only