Metroid Fusion, then you know how the story goes: Terrible alien parasite breaks out of containment at the science lab and takes over the whole facility. Tough female bounty hunter gets dragged into the conflict and has to set things straight, both for her own sake and for the sake of the galaxy. Over the course of her adventure, she'll collect different upgrades that allow her to interact with her environment in new ways, deal more damage to enemies, and grant her access to new areas of the facility, all the while guided by an intelligent computer.
That's the story. The story of Metroid Fusion. And the story of Scurge: Hive. Aside from the difference in perspective--Fusion is a sidescrolling platformer, and Scurge: Hive is a top-down platformer--the games are all but identical, save for the part where Scurge: Hive is repetitive almost to the point of boredom.
For one thing, there's no surprise in what's going to happen next, both in the story and in each new room you explore. Read a transmission saying this entire region has been overrun by parasites. Locate enough keycards (usually 3 or 6) to unlock the door to the next area. Read a transmission saying some ill-fated scientist has prepared a weapon or item that will help fight the bad guys. Complete a time challenge to collect said weapon or item, which will also open the way into more parts of the region. Find the six power nodes scattered across the region to activate the teleporter to the next area. Repeat.
Using Muramasa: The Demon Blade as an example, the freshness of repetitive games can be preserved in part by offering a variety of lush visuals. The graphics of Scurge: Hive, as I mentioned, are certainly detailed, but there are two factors that seriously detract from my appreciation of them: the monotony of one terrain type in each area, and the excessive use of ambient fog.
Crystalis (which I love). With the player being penalized for even standing around to think for a few seconds, the game becomes a mad rush to clear each room as quickly as possible, trading that joy of exploration for an increase in challenge and tension that keeps the player tethered to save points. Nothing's inherently wrong with extra challenge and tension, but the tradeoff here is not an entirely favorable one for a gamer with my preferences. I'd like to see an improved suit that slows the rate of infection even further, or an item that allows me to reduce my contamination percentage in the field.