Completely disagree with the above. I’m not saying SR isn’t better than AM2R, but the graphics and level design not being there is complete bullshit. It’s nearly identical to the source material and graphically, it looks fine on a 3DS. It’s Mercury Steam’s best work outside of the og CV:LoS, depending on how you rate that.
Sorry it took me so long to reply...I don't come around here as often as I'd like to and forgot to check back in on this thread.
The level design of Samus Returns is nowhere near identical to Return of Samus. The general world structure is, but the individual areas have mostly new layouts. The problem I have with Samus Returns's level design is that it's too labyrinthine. Without looking at outside material, can you picture in your mind the main route through the world? It's just too full of cramped morphball tunnels and twisting corridors. Usually in Metroid games, and certainly in Return of Samus, there is one main hallway running through the world, connecting the different regions. It may loop back on itself to link you up with an earlier area. And there are likely a shit-ton of side-routes you can take with all sorts of cramped mazes...but the main route is there for you to run through, at least after you've collected the necessary movement upgrades.
Samus Returns messes this up. The twisting tunnels ARE the main route. You can't travel from one end of the world to the other without navigating all sorts of morphball puzzles, grapple obstructions, etc. It's annoying, and it makes it harder to mentally map your route through the world.
As far as the graphics go, Samus Returns is...alright. I'll always take pixel art over bland 3D models, but maybe that's just a personal choice. It's a common criticism of the game though. And one thing that AM2R has easily over Samus Returns is the individuality of the various areas. Much of Samus Returns looks the same. AM2R had easily distinguishable areas...just like most other Metroid titles, and most good Metroidvanias.