Feature Article

Metroid Established A Framework The Franchise Has Never Properly Explored

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On the anniversary of the original Metroid's US release, we remember what made the original unique, rather than a mere awkward prototype for Super Metroid.

Metroid is a classic game that is often understood as a clumsy run at the ideas that would be perfected in Super Metroid. However, older tech and design sensibilities do not merely limit, they also facilitate. Metroid’s particular virtues can be obscured by the impression that some sequel or remake does what it was trying to do better. While there is a clear lineage between them, Super Metroid has distinctly different sensibilities than its predecessors. Super Metroid is not a refinement. Rather, it emphasizes certain elements of a potentially wide genre space. Revisiting Metroid with an open mind and clear eyes shows a world of possibility that Super confines.

There's no getting around the fact that Metroid can be difficult to revisit. It was treading new ground in a time that had foundationally different sensibilities than now. It can come across as unfair, even cruel, and it is without the more contemporary affordances of a map and plainly stated objectives. That bareness, though, is a strength, making its hostile alien world more difficult to comprehend. While new abilities increase survivability, the world never really becomes safe in the way it can in later entries. Infinitely spawning enemies, deliberately confusing layouts, and the lack of clear markers for items make the world strange and at least a little unknowable.

While Metroid is without plot except in the barest gestures, it does have an arc. As Samus descends deeper into the planet Zebes, the more metallic and cold the environment becomes--until she reaches its source, the horrific prison of flesh and metal that is Mother Brain. A metal heart beats at the center of a wild world, a steel poison creeps through plant-covered capillaries. It's legitimately poetic, but relies entirely on imagery to make its point. Even the notoriously silent Super Metroid is more explicit.

Metroid II is distinctly more linear, actively blocking off areas with impassable acid until players kill a specific number of the remaining metroids. It loses the interconnected ecology of Metroid, but gains a razor-sharp horror. Its areas are just as expansive as its predecessor, but can only be seen through the game boy's small vertical screen. Samus dominates the frame, but rather than making her powerful or larger than life, it makes the world around her seem that much bigger. So little can be seen outside of Samus that anything could be lurking around the corner. The movement is heavy, rather than the effortless-looking speed of future games. Samus's objective too--simply to murder every remaining metroid--is explicitly destructive. The game's most lasting element, the ending where Samus spares a baby metroid, gains a riveting power because of all the violence that came before.

Super Metroid is clearly a sequel, but it also locks in the possibility space of what these games would become. Likely the biggest addition in Super Metroid is a map. Of course, this affords many conveniences. Players can see exactly where they are in the game’s vast network of rooms, tunnels, and underground pathways. They can find unopened doors, look over explored areas for potential missed items. All this, though, makes the space more knowable, more able to be contained and understood. A map is not a thematically neutral change, but one that foundationally alters the player's relationship with the environment. Super Metroid also introduces less floaty, more aerobatic movement. Players can charge mighty leaps and jump from wall to wall, opening up the hostile world in quicker ways. It's a speedrunner's classic for a reason, but it also dulls the sharp edge of Metroid's natural splendor.

Super Metroid casts a far larger shadow than the two games which preceded it. Even within the franchise itself, Super is clearly the largest influence. Zero Mission remakes the original Metroid to have a more Super-like structure. Fusion does take some structural ideas from Metroid II, with its discrete areas that are unlocked by narrative beats rather than new items or abilities. However, the movement, abilities, and even tone are largely lifted from Super Metroid. Even Prime, which is a big change, broadly moved the Super formula to 3D. The influence feels more visible outside of Nintendo's hallowed halls. From Hollow Knight to Symphony of the Night, from Iconoclasts to Axiom Verge, Super Metroid looms large over nearly every video game of its kind.

This is not to say that these follow-ups have no innovations or particular character. I enjoy Hollow Knight's sense of crumbling yet lived-in space, populated with many people rather than just creatures. Castlevania's RPG systems have become cornerstones of the genre. There's also nothing wrong with straightforward revizitation. However, the fixation on Super can be limiting as much as it is inspiring. Looking a little further back, even at stone-cold Nintendo classics, can reveal a new world of what these games can be.

Fortunately, there are a few games I know of, and likely many more I don't know, which pull on Metroid's alternative futures. Overwhelm reverses Metroid's basic structure. With every boss its protagonist defeats, enemies gain abilities. Power-ups do not exist for this invader with a gun. One death resets everything, though the game has robust accessibility and difficulty options. It's a game that turns up and heightens Metroid II's open hostility. Rain World places the player as one part of an interconnected and dangerous ecosystem. Rather than a violent outsider, Rain World is about being one of the creatures that Samus would kill or pass by. As these small critters, you will hibernate, hide, and eat. On the surface it plays as subversion, but there’s enough of Metroid in the game’s sprawling and frightening world to echo with resonance.

Playing classic games can often reveal how they break the rules they helped set up, highlight the parts of it that were left behind rather than iterated upon. Metroid, and Metroid II, embody that curious contradiction. They are paradoxically highly influential and celebrated games that feel a little forgotten. While some games rediscovered Metroid’s roots, doing so required them to push back the omnipresent assumptions that Super set up and seek inspiration outside of the tenets of standard game design. That sounds simple, but it can be a big leap. It’s a shame that more games haven’t taken it.

Image of Metroid Famicom box art via Wikitroid.

Grace Benfell on Google+

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wolfpup7

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I love this! Yeah, the original Metroid is still a special game, and I do not think it’s some prototype for the third game. I do not think the third game is entirely better.

And yeah, the map completely changes the relationship with the game. I feel like the original Metroid was designed well enough that it worked without a map, like things were recognizable, which is obviously a problem many games before and after it would have. But there’s a surreal sense of exploration and feeling lost and alone, that a map kind of takes away from you.

From the perspective of today, it’s obviously completely expected that she would have a map… We would have a map in that situation and we don’t have her technology. So actually not having a map would be a strange thing, because of course she would have something mapping stuff as she went.

But still.

I haven’t played five yet, but so far one and three are my favorites, but I love the second and fourth games also.

I love the remake of one, and love that it includes the original game also.

I still have the remake of two, and the fifth game to look forward to!

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BombsWisely

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I like this article a lot. Interesting take on the genre.

One thing I really liked about my experience with the original game is that I was drawing my own maps on graph paper as I went through. I didn't think much of it at the time but thinking back it definitely added a level of immersion to the experience. It reinforced the idea that I was the outsider in this world and I am fully responsible for my own survival. Plus nothing makes you feel more like an explorer than making your own map from scratch.

I also played these games in a weird order. I never had a snes when I was a kid so I played 2 first, then got prime when I was around 13, loved it so much I tracked down the original. It was only after this that I bought a snes to play super. I love them all and still think super is the best but I have no problem revisiting the NES game from time to time.

I doubt Nintendo would mess with the super formula at this point but I would love to see a map-less metroidvania indie game some day.

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lord2fli

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@bombswisely: I drew a map on graph paper also! One of the few things from my childhood that I still have, in fact.

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PinchySkree

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A game beaten by my generation without help is too hard for the current generation with a guide

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TriangleGames

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@PinchySkree: In principle, I agree with you, but some games today are harder in other ways. I remember when all game bosses followed set patterns that you could learn to beat them without taking a hit. Things seem faster now, too (or maybe I'm just slower?). Sadly, I still haven't beaten Metroid Dread, because those dang security bots are getting to tough for me. I think I'm about 75-85% of the way through the game.

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Solaryellow

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@PinchySkree:

Beating it all those years ago w/o help was a feat. A lot of current gamers can't handle it.

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pillarrocks

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I remember playing Metroid and making it to one of the bosses just by exploring the game. Can't really go back to it as I would get lost without a guide.

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kkrakhed

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Edited By kkrakhed

mother brain!

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faithxvoid

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Edited By faithxvoid

Didn't like the first Metroid in the 80s.

Like it less now.

Did any of you know anyone who ever played the whole game without Justin Bailey code???

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megagood2345

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@faithxvoid: It was years after I played Metroid that the Justin Bailey code came my way. We didn't have GameFAQs or other guides. Or even email. We barely figured out that completion time was what got us to swimsuit Samus.

We also beat Contra without the Konami code, too. :)

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Zelda37

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Edited By Zelda37

@faithxvoid: Justin Bailey code? First I've heard of that.

Beat it plenty of times and played in the "Justin Bailey" suit the good old fashioned way.

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faithxvoid

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Edited By faithxvoid

@zelda37: soooo you guys finished it in the 80s with no guides and never knew about the code that was as well known as Konami code at the time?

Press f the doubt.

Contra is easy. Metroid was way too esoteric to have beat without help. Next you're gonna tell me you figured out the orbs in castlevania 2 on your own...

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TwoConsoles

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Edited By TwoConsoles

Another Metroid article that makes me nostalgic for my Metroid NES roots. Too often Super gets all the glory. I'm actually a HUGE proponent of Other M which is an unofficial sequel to Super, while Fusion is Metroid 4.

I read some of these comments on my podcast

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TriangleGames

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@twoconsoles: This is the first time I've heard anyone say they liked Other M. I played it not long after reading the manga, and I absolutely loved it.

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TriangleGames

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Every morning I go through the offered articles on my phone's google front page. I read a lot of articles on video games.

Since I was about 14 (longer ago than I'd like to think about), I've been examining game design with a critical eye, and I've enjoyed a certain amount of self study into design philosophy, various technical restrictions over the years, and modern programming and design suites.

Most of the articles I read sound like ignorant drivel with no appreciation for the heart of game design.

I was delighted by this article, however. I found it surprisingly insightful and thought provoking, especially considering the age of the subject matter and how much I've already read (and written in fan forums) about these games over the years.

Also, I don't mind a little dramatic flair in an article of this sort. (To be fair, I'm an aspiring fantasy writer, and I eat drama like candy.) The point is, the older games crafted a certain feeling that can't be properly expressed through pure technical description. You expressed that perfectly.

My first time seeing the original Metroid was when I was about 5. I was at the neighbor's of some family friends (basically, a stranger). They closed all the curtains and turned off the lights. About six of us, mostly kids older than me, happily sat and watched with fear and wonder as this bizarre experience unfolded. You just took me back to that moment and helped me understand why I've never had an experience quite like that since.

Thanks for starting my morning on an up beat.

5 • 
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Freakservo

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Another back-handed subject title to enforce maximum click-baitiness.

Well done. You had me clicking, too!

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Elranzer

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Metroid: Zero Mission and Metroid: Samus Returns modernized Metroids 1 and 2. They need proper remasters.

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OldSchoolPlaya

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The Switch is the last Nintendo console I will ever buy. While I like it, I absolutely cannot stand Nintendo's business practices; Charging at least twice that for inferior versions of third-party games available for PS4 and Xbox, as well as locking classic games behind a subscription service...

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megagood2345

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@OldSchoolPlaya: None of these strike me as particularly bad. In the end if something's worth the $$ I pay for it, or I don't. I try not to feel victimized. Then again I'm well past high school or whenever it was that my money was so limited that game purchases were serious decisions.

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deactivated-64efdf49333c4

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@OldSchoolPlaya: To be fair, the Switch is by far the cheapest console of the big three, and their online service is also pretty cheap.

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Dushness

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just bring every metroid to switch for purchase, no subscription

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paperwarior17

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I hate to just say "No, it's really not that good," but it's missing more than modern conveniences, and I've always found it unappealing compared to a number of the games on the same platform that are still extremely good by modern standards.

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DonCreech

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@paperwarior17: Having played Super Metroid first, going back to the original was honestly a jarring experience. I expect my opinion would be different had I been able to experience it when it was still fresh in 1987. I'll never have a chance to appreciate its innovation before it had already evolved into a superior product.

But more to your point, it just doesn't compare to Mario, Zelda, some of the Castlevania and Mega Man games, etc. that are still good despite those series moving forward in a similar capacity.

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santinegrete

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@paperwarior17: classic nintendo problem with their games.

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Simonthekid7

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Long time since i played Super Metroid but the map in Super Metroid is not even available at the start of each new area like Brinstar, Maridia, Norfair and wrecked ship. And even when you find the room where the map is, much like in Zelda games where you start a dungeon without the map and only find it eventually, there are still hidden areas which are not shown on the map.

So Super Metroid still has a lot of a feeling of exploration and exploring the unmapped or uncharted but it still has a map but it is just not available immediately. And the map info is very crude. There is no info about the dangers or minibosses in a particular room or area.

Of course a Metorid game without a map would be slightly different but there is not a huge difference.

I think adding a map is something the game designers at Nintendo and other companies maybe did just to make the games easier and more accesable for the audience (and a big chunk of the audience then was kids and teens).

If people want an adventure-exploration game without a map, i think the early Tomb Raider games did not have one so you needed to draw the map in your head instead.

Also, i think what really makes Super Metroid different is not just the map but also extensive save point rooms and the x-ray beam which makes it possible for Samus to find a lot of secrets just by scanning the environments. So these things are actually also major changes compared to Metroid and to some extent Metroid II.

I did not like the Spider ball in Metroid II so much either. Morph ball is cool but Spider ball i thought was too much because it makes it possible to traverse every wall and even the ceilings. I thought it was too much, why jump if you could just spider wall your way up?

Super Metroid has the space jump and screw attack but they are introduced quite late in the game and space jump requires some skill to pull off since every hit makes Samus loose the momentum and fall.


Some parts of the text feel a bit pretentious in how they are written. Like the part about Mother Brain being some metal heart. Yeah, right. I do not think we should overestimate the world building in Metroid like such ways of putting it. Some writers go out of their way to write "deep" or profound about games which are widely considered classics when it might not necessarily be motivated or deserved. Searching for poetry and comparisons. It feels like a stretch. Metroid is an old adventure game and it has its moments but as far as world building goes, it is not as impressive as later games in both Metroid and Zelda. Sure, there are a few bosses and there is a brain which controls the activity of the space pirates, but how incredible is it? Maybe a brain in a tank is even a science fiction cliché. I think Metroid might draw just a little inspiration from the first Alien movies and as far as world building goes, i think Hollywood was far ahead of japanese and american video games in 1986-1987. Now, the difference is not as big anymore.

But granted, sometimes the crude and not very well flushed out ideas and environments could make the imagination go wild in old games.

Of course Metroid relies a lot on images and visuals but the same thing goes for many games of the era so it is not very special with visual storytelling or whatever you want to call it. A lot of games from then are more event driven than with a strong narrative. Especially when there is not so much story to tell. I think the intro of Super Metroid is better in the visual storytelling regard because you do not talk to anyone in the space station and the fallen scientists says it all, sort of, and the first 10-15 minutes on Zebes are also kind of omnious with the rain, the suggestive music and Zebes, a deserted abandoned planet (seemingly) which then comes to life right after Samus finds morph ball.

Metroid was always also a little bit about being a sort of space ruin explorer and exploring ruins of some abandoned civilization but the whole thing seems to be done without so much thought and instead very generic, at least in the first games, and sort of letting the players imagination fill in the blank spots. But i like how one of the chozo statues actually becomes a boss at some point, how it breaks what is expected when it comes to life. Super Metroid has a few of these surprises and is in general (or at least feels like) a more well thought out game. The original Metroid feels almost lazy, like they did not think things through nearly as much. Having multiple corridors and vertical areas which looks exactly the same does not feel like something they did on purpose with the purpose of making the player get lost or confused, instead it seems a bit lazy. Or maybe because of technical limitations.



But you could also argue something gets lost in the Zero mission remake which has more detailed graphics, and a map and some more still images to tell the story. For me, i think Zero mission has an art style which is a little more to the stylized comic book side and a little less towards the realistic side like Super Metroid. And i think if i would think of my single biggest complaint against Zero Mission, it might be how the art style makes the game feel less realistic and less mature than Super Metroid. But it is a matter of taste i guess. I have heard others discuss or write about how a map in Zero Mission makes the game less excting or less about free exploring. I do not think it makes the Metroid game in particular worse. But some games could be better without giving players too much help or clues, wheter they are maps or something else. Games like Myst and Riven are very "bare-boned" in terms of clues (and also in terms of other humans to meet and talk with) and a bit too difficult for me but i get why people who are fans of those games like how sparse the games are with the clues.

Maybe i would like also how a Metroid game where Samus has more communication with the outside world or at least tries to communicate with the outside world and get help, maybe being marooned on a planet, would play out. A bit like the radio in Metal Gear games. Or in Alien when they try to get in touch with others and call for help/evacuation.

Federation Force is a game which is very different compared to many other Metroid games and it is not my favorite at all but i like how they at least tried to do something different. But the 3DS was not a great hardware for a 3D Metroid co-op game.

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