Best Metroid Games of All Time
By Console Codex Editorial Team · 6 min read ·
Expert-ranked list of the greatest best metroid games of all time — with reviews, ratings, and guides for every game.
💡 Quick Facts
- → 5 games ranked in this list
- → Available on SNES, GAME-BOY-ADVANCE, GAME-BOY, NES
- → Average review score: 9.1/10
- → Last updated: 2026-06-06
The Ranked List
Super Metroid
9.8Super Metroid is widely considered one of the greatest games ever made — a masterpiece of atmospheric exploration, environmental storytelling, and movement-based design that defined the Metroidvania genre.
Metroid Fusion
9.3Samus Aran's most personal and story-driven adventure brought Metroid to the Game Boy Advance with a haunting atmosphere, terrifying SA-X antagonist, and a narrative that finally gave the series' silent protagonist a genuine voice. Metroid Fusion is as close to survival horror as the franchise ever ventured.
Metroid: Zero Mission
9.2The definitive remake of Metroid 1 — Zero Mission retells Samus's original mission with modern Metroidvania level design, then extends the story beyond the original ending in a surprising Space Pirate stealth sequence.
Metroid II: Return of Samus
8Samus travels to SR388 to exterminate the Metroid species — a game-changing narrative that introduced the Baby Metroid and directly set up Super Metroid's story.
Metroid
9.2The game that defined atmospheric exploration in video games. Metroid dropped players on a hostile alien planet with no map and no instructions, demanding they discover their own path through environmental storytelling.
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The Metroid Series: Genre Architects
Metroid invented an entire game design paradigm. The term “Metroidvania” — combining Metroid and Castlevania: Symphony of the Night — describes exploration-based games where movement abilities unlock previously inaccessible areas, creating a nonlinear map that rewards backtracking with discovery. Both half-genres trace their design DNA to the original 1986 Metroid, which placed a female bounty hunter alone on a hostile planet and trusted players to find their way.
The series established conventions that seem obvious now: the world map as exploration tool, the energy tank as health upgrade currency, the sense of growing power as beam weapons and movement suits accumulated. Every Metroidvania released since — from Hollow Knight to Axiom Verge to Ori and the Blind Forest — is in direct conversation with Super Nintendo’s Super Metroid and the design language it perfected.
Super Metroid — The Perfect Game
Super Metroid (1994) is among the small set of games that have never been meaningfully surpassed in their genre. Every element — the environmental storytelling, the oppressive atmosphere, the precision of Samus Aran’s controls, the Super Missile and Grappling Beam power-ups hidden in a world that reveals its map gradually — functions as a single coherent design statement.
The game’s opening sequence: Samus returns to the Space Pirate base, finds infant Metroid, is attacked, escapes. No dialogue. No cutscene narration. The story is told entirely through environmental context and player experience. The game trusts players to understand what they see.
Super Metroid’s final sequence — a famous moment in gaming history — broke from the series’ isolated design philosophy to deliver an emotional payoff that no preceding event had explicitly set up. Players who completed it in 1994 remember where they were. Its impact hasn’t diminished.
Metroid Fusion — The Atmospheric Horror Entry
Metroid Fusion (2002) took the series’ isolation premise and added a persistent threat: the SA-X, a perfect copy of Samus Aran’s most powerful suit created by the X Parasite organism. Unlike previous Metroid games where threat came from enemies in fixed positions, the SA-X patrolled the research station randomly and could not be defeated until the game’s final sequences — only avoided.
The SA-X encounters, announced by footstep audio before the creature entered view, created a horror-game tension unprecedented in the Metroid series. Fusion was simultaneously more linear than Super Metroid (a story-driven design choice) and more atmospherically unsettling. The GBA hardware’s screen limitations were compensated by exceptionally tight room design that made the smaller screen feel appropriate rather than limiting.
Metroid: Zero Mission — The Remade Origin
Zero Mission (2004) remade the original Metroid on GBA hardware with full map systems, expanded boss encounters, and a postgame sequence set aboard a Space Pirate frigate with a powerless Samus relying entirely on stealth. The stealth section — Samus armed only with a weak stun pistol, hiding from Space Pirates who would destroy her in seconds — applied the SA-X encounter logic of Fusion to an extended sequence that recontextualized what Metroid could be.
Zero Mission’s balance of faithfulness to the original’s structure and willingness to expand beyond it makes it the best single-game introduction to the Metroid series for new players.