Dear Malstrom,
I just read your latest post (“And their little hearts are going to
break…”) and, frankly, I have to admit that it’s already happened to
a number of people. I’m a long-time Metroid fan (started with the
originals, born in 1984) that has been growing more and more
disillusioned with the Metroid franchise. I’ll be the first to admit
that I didn’t rush out to buy Super Metroid on day one, due to being
ten years old and having zero income at the time. I actually first
played the game in 1997 and, I must admit, I was floored by the game.
One of my NES favorites was given new life, a new lease! Everything
was bigger, more intense, and just more fun. It’s really hard to say
it any differently. At the time, I thought that a new Metroid would be
like Samus’ return to Zebes, only on some bigger, more fantastic
planet. It seemed natural at the time, since that’s what happened
between Metroid and Super Metroid (anybody with a brain knew why
Metroid II was smaller back in the day).
In When Metroid Prime and Fusion came out, I gravitated toward Fusion
first – it looked like Super Metroid, and had the promises of the
“original development team” working on the title, and the idea of an
evil Samus DID seem cool. However, when the game finally came out, I
was, frankly, disappointed. Why was Samus narrating? Why did she keep
talking about this Adam guy? Why the hell was Samus half Metroid? It
just felt so wrong… so unlike the sci-fi inspired action I loved. I
found myself gravitating toward the Prime series. Even today, I find
myself shaking my head at the situation. How could anyone screw up 2D
Metroid? I skipped Zero Mission, mostly out of disgust, and opted for
Prime 2 instead. I hear that I made the wise choice in this decision.
When I saw the Other M teaser, I was immediately mixed. The rapid
shots of Samus kicking butt interested me, excited me even. Then, I
saw Samus in a city window at sunset. My heart sank. They were going
to do it again. The same questions came up. “Why are they showing this
part?” “Who is this woman… is that…? Why is Samus Asian?
Nevermind… who is she talking to, and why should I care?” Gaming
sites proclaimed it as “the next big step for Metroid,” or “a dream
title.” I saw it as something to fret about, to worry about. I’ve
tried posting a comment or two on a few sites expressing my opinion,
but it gets shouted down quickly – “The story was tastefully done!”
people proclaim, and “it’s good to see Samus as a character!” I’ve
since given up on that avenue. It’s not worth arguing with idiots,
after all.
I do apologize for the rant but, frankly, I feel that you understand
exactly what I’m going through. I’m a long-time gamer, who grew up
with the franchise. And, to me, it’s never been about Samus. It’s
never even been about the story. It’s never even been about the
atmosphere. It’s always been about exploring amazing locales filled
with crazy, strange, even deadly enemies. The crazy, unusual logic you
had to use was fun! You never know what was around the corner! Was
there a missile upgrade past the wall? Could an energy tank be in the
ceiling? You just never knew what to expect.
I feel like the magic is draining away from the series – Sakamoto
seems dead set on running the franchise into the ground before he
retires. I’m still taking the “wait and see” approach, and I still
have the game pre-ordered. However, this may be the last time I go to
such lengths for a Metroid game.
If Metroid could be summed up in one word, it would be “alien”. The games always felt very “alien” whether you go from Brinstar to Maridia to Mother Brain. Exploring Samus Aran and her ’story’ is doing the opposite of being ‘aien’.
With Metroid Fusion, Sakamoto destroyed the timeline of the Metroid series by totally messing up Samus and her space suit. It is because of Fusion’s horrible storyline that every Metroid game is now a ‘prequel’.
With Zero Mission, Sakamoto destroyed the original Metroid by ‘re-imagining’ it to be a game with cutscenes, a silly Zero Suit stealth game at the end, completely took out the original Metroid feeling of fear (people who played Metroid when it was new will tell you how ridiculously scary Kraid and Ridley were), and generally pissed all over your memory of the game. (The market responded by purchasing NES Metroid for the GBA classic series over Zero Mission [which included NES Metroid as an unlockable]).
And now with Other M, Sakamoto seems set to make the entire franchise a laughingstock.
I know while some readers defend Zero Mission, I think the game was a turning point for the worse of the series which was the egg and Other M is the abomination hatching from that egg. Let me elaborate.
The Metroid ‘genre’ as defined as a game divided into areas where only a unique item gets you to the next area… is not Metroid and has never been Metroid. Yet, the lingo was popularized by game journalists as they began applying it other games. Castlevania for the handhelds became “Metroidvania”. Back when NES Metroid came out, almost every adventure game had what is today called the ‘Metroid’ style of gaining an item to explore another area.
The Legend of Zelda had this gameplay as did Zelda 2. Blaster Master had this gameplay. There were many famous games at the time that had that gameplay.
Ironically, NES Metroid did not have that ‘gameplay’ that has been named after it. This is probably why when kids, who grew up on Super Metroid, play NES Metroid they get confused and then just say, “This game sucks! It is so primitive!”
This is the map of NES Metroid. While there are clearly areas that require an item to get into, what is so distinct is just how undefined the areas are. There is Brinstar, there is Norfair, there are the boss areas and Mother Brain’s area, but everything is very interconnected and meshed into one another.
Super Mario Brothers was an action game. RPGs were games that had feelings of growth. Legend of Zelda was an action / RPG hybrid. Metroid was an action game, but Metroid was not an RPG. Metroid was never about ‘feelings of growth’ as it was in Zelda. In Zelda, when you got items you became more powerful. While you did get more powerful in Metroid, growing in power was not what the items were about. And the items were not about being mere ‘keys’ to other areas.
What I find striking about original Metroid is how the power-ups substantially altered the gameplay core. For example, Samus cannot fire very far at the beginning. However, once she gets the long beam, she can shoot across the screen. This substantially changes the game. Obtaining bombs or the ice beam also substancially changes the gameplay.
In this fashion, one cannot say there is ‘backtracking’ in Metroid. Sure, you go through the same areas again, but the gameplay has substantially changed. The first time you go up the corridor, you have to dodge the flying guys. But with the ice beam, the flying guys become handy platforms.
Look at how the Varia Suit is looked at between then and now. The Varia Suit is seen today as nothing more than a key to allow Samus to access new areas through lava. While that is true, that is not the consumer experience. When the player got the Varia Suit, the player did not say, “Oh boy, I can now go through lava filled areas of which I could not go through before.” It was “This game has totally changed on me! I can now fall through the lava areas and not immediately die!” When someone got the high jump boots, it was more like “I have more freedom now” rather than “I can now access that area with the very high block.”
Going through old areas with new power-ups was a new experience, not a backtrack through an old experience. If you are going through an area with high jump boots on, you are having a very different experience than before.
Let me give you an example of what I am talking about. Let us say there is an item that allows Samus to shoot dimensional damage on walls that effectively allow Samus to walk through them. Do you not think this item, alone, would substantially alter the game experience? Suddenly, the player would be re-visiting old areas and trying out his new toy. He is not so much backtracking but having a new experience. Seeing this item as merely a ‘key’ to get to another area is entirely missing the spirit of Metroid.
Above all, NES Metroid was a very scary game. The game was extremely dangerous. You easily died. Kraid and Ridley, while looking ridiculous in their 8-bit sprites, were terrifying because they were very, very dangerous.
Now, let us look at Metroid II.
This is the map for Metroid II. As you can tell, the map is clearly divided into areas which not only require items to get to (i.e. used as keys) but also Samus must destroy all the Metroids in an area so the quicksand will sink. This is a linear Metroid but consider that it is intended for the handheld. And consider that it is the Gameboy. Anyone who mocks Metroid II for its ’simplicity’ has no understanding about the old brick Gameboy. This was a massive, absolutely massive, Gameboy game.
I think the Spider Ball was the coolest item in Metroid II. It really altered how you played the game and how you explored it.
But the point is that the so-called “Metroid gameplay” really began with Metroid II in its deliberate division of areas which is accessed not just through items but through killing bosses as well.
Now let us look at Super Metroid:
Super Metroid inherited many of Metroid II’s bad traits. You can see how the areas are very divided. Also, like Metroid II, one needs not just items to get to another area but must kill bosses. Super Metroid is not as linear as Metroid II, but the game is definitely not as crazy as the first Metroid. Super Metroid is a far, far easier game than Metroid. I know I was disappointed when I played it when the game first came out.
Super Metroid did do great things for the series, however. The production values were out of this world for the game. The music was nirvana. More critically, the areas were differentiated. In Metroid II, all the places seemed samey. In Metroid, there wasn’t even that much difference between Brinstar and Norfair except for all the lava. But Super Metroid made the areas FEEL different. Maridia feels very different from Crateria. And Norfair feels very different from the Wrecked Ship.
In a podcast, Blizzard admits it believes one of the reasons why Diablo 2 was successful was because the game used so many differing environments which removed the sense of repetition.
(Note that Metroid Prime was also praised for this as well. With areas like Phenandra Drifts, the differing environments was one of the highlights of that game.)
So ever since Super Metroid acquired the bad habit from Metroid II of having areas that could only be accessed by beating a boss and getting an item, this became seen as “Metroid gameplay” and every Metroid game followed that formula.
But one Metroid game was sticking out.
Above: Other M’s amazing graphics.
It was NES Metroid. There were no cutscenes in NES Metroid. There was no focus on Samus except at the very end (and that was only to pull a fast one on the player). NES Metroid doesn’t even have the areas as clearly divided. NES Metroid is extremely confusing to play. Today, people see this confusion as one of Metroid’s “problems”. But that was considered its highlight back at the time. Where the hell do you go in Metroid? Do you go left or right? Up or down? Unlike the sequels, it is not clear where to go. This added to the alien experience.
The problem of today is that they are relying on the production values to create the alien experience. But the gameplay was very trippy. Samus turning into a ball? WTF. And giant bird statues holding the hidden items? That was considered very cool especially the song that played when you got the item. Metroid didn’t make much sense. Neither did Super Mario Brothers. These things were part of their charm.
What we should be asking is “Why did the original Metroid sell? It is, after all, responsible for starting everything.” It was clear Metroid was sticking out from the other Metroid games in being very different. Instead of trying to understand this difference, Sakamoto re-made NES Metroid to have all the traits that came with the sequels plus adding much Sakamoto eccentricity in Zero Mission. This is why I don’t like Zero Mission. Zero Mission feels as if Sakamoto is pissing on NES Metroid.
Plus, there was no reason to remake NES Metroid. Metroid was ‘remade’ with Super Metroid and that game was ‘remade’ with Metroid Prime. Why not make a brand new 2d Metroid? Why screw around in the limited world that was NES Metroid?
Imagine if Miyamoto remade The Legend of Zelda and put in cutscenes and made the gameplay all about puzzles. Only the current Zelda fans might like this. The older Zelda fans would be intensely offended. It would feel as if Miyamoto was pissing on their golden game. People would rationally ask, “Why not just make a new Zelda instead?” “Why screw up the classic?”
Above: Samus Aran is holding a sword and has a new suit. Oh wait, that is just the typical Japanese character.
If you notice, the original Zelda game really sticks out from the rest of the series, especially the later games in the series, because the game is very arcade like. It would be wise to understand why Zelda is sticking out because it is the clue as to why modern Zelda is in decline (the old question of “Why did Zelda become popular in the first place?”).
Zero Mission is Sakamoto inflicting his “vision” onto the original Metroid instead of looking back and understanding why Metroid sold in the first place. Just because the original game ’sticks out’ from the series doesn’t mean that is a ‘flaw’. It is because there is something in the original that the modern ones are lacking.
For another example, imagine Miyamoto remaking Super Mario Brothers so that it is a 2d platformer where you collect ’stars’ and there is no flagpole (plus there is a hub world like in NES Kirby). Super Mario Brothers sticks out from the 3d Marios because you just run to the right to reach a flagpole, you do not do a puzzle to find a ’star’. I believe Super Mario Brothers reveals why 3d Mario does not sell like 2d Mario. But instead of acknowledging this, it was be extreme vanity if Miyamoto remade Super Mario Brothers to collect stars from a HUB world only so it would match up with the rest of the series.
And this is exactly what Sakamoto did with Zero Mission. Sakamoto is so filled with vanity that he thought the old classic was *wrong* while his new version was the *right way*.
So no, emailer, Nintendo has no interest in remaking the ‘magic’ you felt with the older Metroid games. The reason why Other M is being made is so Sakamoto can become famous. Other M is being made for Sakamoto, not for people like you. We should change the subtitle to Metroid: Sakamoto Gone Wild.
Above: I remember him! He’s the Token Black Guy that appears in Japanese games! Thank God he doesn’t have a fro as the Token Black Guy did in Final Fantasy XIII.