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Memories of Metroid

by Zachary Miller - August 14, 2011, 4:48 am EDT
Total comments: 10

For Samus's 25th birthday, the NWR staff recalls many happy memories.

This week was Samus Aran's 25th anniversary. Everyone's favorite Power Suit-wearing bounty hunter and the intergalactic jellyfish she routinely battles celebrated 25 years since their debut in Metroid on the NES in 1986. We at NWR decided to commemorate this by putting together a series of our favorite moments from the Metroid series.

Scott Thompson
When considering defining moments of the Metroid series, nothing floods my mind quicker than the Phendrana Drifts in Metroid Prime. While the earlier areas in the game are generally made up of dark caverns and forests, the Drifts strike a sharp dichotomy with their sheer vastness and cool color scheme. Blues and whites permeate the frozen landscape and make the area visually unique to any other. The wonderment is bolstered by a piano-laden track that is light and prancing, not unlike the falling snow itself, which I feel astutely captures the series as a whole. There isn't a sense of danger, rather a feeling of solitude and a thirst for understanding. Even Meta Ridley flying overhead, casting its shadow sprawling across the ground below, doesn't strike fear into the player, it's only a reminder that your journey is far from over.

Matt Walker
The exploration and item expansion mechanics of the original Metroid were thrilling. It was such a rush finding a new item to see how you could use it. Also, Metroid was the first game that made me aware of Japan. Looking at the back of the cart and seeing 'Made in Japan' gave the realization that Japan must be an awesome place. 25 years later, I live and work in Tokyo.

Andrew Brown
I'll never forget my first experience with Super Metroid. After the harrowing escape from the G.F. Research Colony, Samus touches down on Zebes and goes exploring the eerie, deserted tunnels filled with fog, and many areas closed off from you in your current state. Proceeding further down, you come across some derelict ruins of what appeared to be some kind of facility... as I had not played a Metroid game before I wasn't aware, but it dawned on me later that you were actually exploring the remains of Mother Brain's tank and battle room, and the escape route that Samus took at the end of the first game. Now devoid of life, the silent chambers do little to prevent you from taking an elevator down into Brinstar. Then there are the creepy eye-cameras that spotlight you as you approach. You don't know who or what is watching on the other end, only that your presence has been discovered and it can't be good. Upon collecting the Morph Ball and some Missiles from some very familiar-looking territory, you return to find that everything is buzzing with life, Space Pirates, Geemers, and other monsters are crawling around everywhere!

Several other parts of the world map are ruined remnants from the first game and the original Zebes layout, too. It really adds to the continuity of the series and even adds to the epic escape at the end of the game, having Sammy burst through a wall and appear in that same vertical shaft where she must frantically hop between tiny platforms as the timer ticks away... I can just imagine her thinking "Crap, I never thought I'd have to do this again!"

Nicholas Bray
A great moment in Metroid for me was first landing on Tallon IV in Metroid Prime. Looking around the lush environment and beginning to explore this strange world was really absorbing for me. I love to just explore and experience the world in games, and the first Metroid Prime delivered this in spades. I loved the look of the landscape in the opening area, the sun hitting the sandy surroundings always seemed very realistic, with just the right amount of light to give it a sense of that afternoon sun.

Danny Bivens
My first true experience with a Metroid game was with the original Metroid Prime on the GameCube. After buying it on launch day, I rushed home to play what would be the best games I played last generation. The jaw-dropping graphics, awesome enemy design, and the small details, for instance, rain drops showing up on your visor as you look to the heavens on Talon IV, really help immerse you into the experience. After playing Prime, I purchased nearly every Metroid game available so I could experience more of Samus Aran's world.

Pedro Hernandez
I am not a big Metroid fan. In fact, Metroid Prime bored the hell out of me when I first played, didn't see the appeal and haven't followed any game since.

HOWEVER: In 1994 I played Super Metroid and I think its intro may be some of the best ever seen on the SNES. Rather than just saying "Super Metroid, press start" you see the lab destroyed, the screeching and all the scientists on the ground. It was very creepy and actually scared me as a kid, but always fascinated me in how well presented and atmospheric it is.

Nate Andrews
My first exposure was as a wide-eyed youngster in the basement of my babysitter. Her son, an incessant gamer with a large collection I'd paw through in his usual absence, was home sick that day. As he made his way down the stairs in the early morning, I immediately knew something was up: he only ever came downstairs to plop himself in a deep chair in front of his legion of systems and play the hours away. It was surely going to be an event. He slapped a cart in the SNES and himself in the seat, and as I made my way over to the adjacent couch where I'd often pretend to busy myself with LEGO pieces and action figures as he'd play, I witnessed the opening of what would be a multi-hour, vicariously-experienced odyssey of fascinating exploration and wordless atmosphere. I witnessed all of Super Metroid that day, and I knew, somehow, it was special.

James Dawson
Having played through the entire Metroid series, there is one antagonist that stands out among the rest - the parasitic doppelganger of Fusion, SA-X. This one enemy is responsible for some of my most memorable moments in gaming as a child. My first encounter with the SA-X left me dreading every subsequent meeting with the creature. Its ability to overpower the newly Metroid-infused Samus, which relegated Samus to playing a game of cat and mouse with the parasite, was the first time I had ever felt truly helpless in a videogame. This helplessness was carried throughout the game with each encounter, which culminated in the knowledge that there were ten or more SA-X monsters on board the research station, after the first one was destroyed along with the Metroids in the Restricted Laboratory. This feeling continued on to the first and only evenly matched fight with the SA-X. As I was eleven at the time of my first play through, I did not quite have the reflexes that I have today, and I must have replayed the boss fight for an hour until I was finally able to advance. Shortly after finishing off SA-X, I was rewarded with yet another boss fight with an infant Metroid that had escaped from the Restricted Laboratory and grew into an Omega. In true Super Metroid fashion, a burdened Samus is saved in the end by her former opponent, who not only drives the Omega Metroid back, but also allows Samus to absorb its powers so the final Metroid left on the research station can be defeated. Nintendo R&D1 did an amazing job at using the SA-X to invoke a feeling of vulnerability throughout the game, but they were also able to use the parasite in a way that completely reversed that feeling in the end.

Zachary Miller
I played Super Metroid when it first came out and didn't get it. Back then, I needed a more linear experience. Almost a decade later, like many of my colleagues, I sank my teeth into Metroid Prime and never looked back. It inspired me to retry the entire series, and I'm sure glad I did. Now I play Super Metroid and Metroid Fusion on a semi-annual basis. There are so many great moments scattered throughout the series, but my favorite? That's tough to say. I'd have to say that my favorite moment is from one of my least favorite Metroid games: Echoes. As some of you know, I really like looking at the art direction in games, and when I saw the Sanctuary Fortress, my jaw hit the floor. It was so unique - among any Metroid game - that I just could not wait to explore it. It was so technological and colorful and epic, almost the complete opposite of every other location in that game (or any Prime game).

Happy birthday from the entire NWR staff, Samus. Here's hoping for many more adventures with you.

Talkback

ThanerosAugust 14, 2011

One of my favorite Metroid moments is from Other M.The young and naive cutscene. Why? Well to see a character the I grew up with to finally show a soft side was truly remarkable. It just shows that even the baddest badasses have emotions as well.

If Soild Snake can cry why can't Samus have her moment?

coffeewithgamesAugust 14, 2011

I haven't played many Metroid games, but the few I have played, I really enjoyed.


The last one I played was Metroid Prime 3, and I thoroughly enjoyed it.  I completed it four complete times, and unlocked everything I could in the game.
Hopefully NOA will do something special next year when it's Metroid's "official" 25th North American birthday.

fordrobAugust 14, 2011

I remember when everyone hated Metroid: Other M...I, on the other hand, couldn't put it down...loved it

pololmejorAugust 14, 2011

Same here, why do people hate Other M?! It's filled with thrilling action and it' awsome. Yeah the story sucks and it's not that hard, but who cares it's just so... so... action-y!

Mop it upAugust 14, 2011

Up until I played Super Smash Brothers on the Nintendo 64, I had never heard of Metroid, so I had no idea who Samus was in that game. The trophies in Super Smash Brothers Melee made Metroid games sound interesting, so 2002 is when I first played a Metroid game, starting with the original on the NES. I don't know how I ever got through that game without any guides; I remember being stuck at the beginning of it for a while before I figured out that the red doors required five missiles to open. I don't think the door flashes when hit or gives any indicator that you should keep shooting it with missiles. That's kind of the problem with the whole game, there isn't really any indicator where you should go or where you've been. This problem was made worse in Metroid II, since the colourless environments had even less to distinguish them. I don't know why they would even bother with creating a game on lessor hardware that clearly required better technology before it could realize its potential.

That happened on the Super NES with Super Metroid. After two bad games, I was about ready to give up on Metroid. Fortunately, I gave it one more chance with Super Metroid, because in the past Super NES games had vastly improved many series over their NES counterparts. And what a game it was. It didn't just fix all the issues with Metroid, it's also one of the most expertly and intricately crafted games of the 2D era. Each area of the game has some sense of purpose to it, each pathway has a reason to exist, whether it's to provide the way forward, a quicker way to a previous area, or just to get an item. There are even multiple ways through the game if you can master the wall jump and learn how to use items in creative ways, though it's hard to say how many of them are intentional.

Then Metroid Fusion improved the map system even more by marking items you've obtained and highlighting secret paths. I also liked the story elements, which were taken to a negative extreme in Metroid Other M. I appreciated Zero Mission too, making an old game playable. Metroid II needs that treatment.

Like many, I was also skeptical of Metroid Prime and if moving to first-person was really the best option. So much so that I didn't even buy the game until at least two years later, though the nice thing about that was that it was a really cheap game. By the time I was done with that, I could get Metroid Prime 2 for fairly cheap as well. I didn't get the third game for a while since I didn't have a Wii when it was released, and I feel it's the weakest of the three. I think the Trilogy was announced a month or two after I bought MP3... curses.

StogiAugust 14, 2011

My favorite experience? It was probably facing that Rock Monster from Prime. Actually as Scott mention, that entire place (Phendrana Drifts) was amazing. I still listen to the theme song ever once in a while when I read.

Anyway, that rock monster was the first real boss to be absolutely huge and incredibly challenging. The way you had to switch visors from regular to thermal and morph ball around was great.

SixthAngelAugust 14, 2011

When I got the ice beam in the original Metroid.  Suddenly I could freeze the rippers that just moved  around and jump on them to get to a higher area.  I loved when the the enemeies would swoop down and get ice beamed at the last moment, freezing directly above your head.

Ian SaneAugust 15, 2011

As a kid I knew Super Metroid was critically acclaimed game.  I had the Gamepro issue that reviewed it.  But I either didn't read the review fully or the magazine just was not able to articulate fully how the game played so I figured it was just your standard linear platformer.

At this point in my life I had never even played Zelda.  I figured EVERY game was just sequential levels since that was all I had played at the time.  In screenshots Super Metroid looked like a sci-fi Castlevania, back when Castlevania wasn't a rip-off of Metroid.  I played Super Metroid once in a store demo.  I walked from one end of a corrider to another killing enemies along the way but then I reached a dead end.  So I walked back to see if I missed a turn somewhere.  Nope.  I was stumped so I just gave up.  You only get so much store demo time before your Mom drags you away anyway.

Years later around 2001, I had a job and now had money for the first time in my life.  At this point, after work, I took a bus from my office to my Mom's office, where she would drive us home.  Usually I had to wait around about ten minutes for her to be finished work and there was a used videogame store nearby so I starting going there pretty much every day after work and started my SNES collection.  Super Metroid showed up with box and manual so I bought it on a whim just because I had heard great things about it.

There is a real thrill in playing a game where you have no idea how it will even play.  It didn't take long for me to figure out that Metroid games had one large continuous world like Zelda.  I loved that!  I got the bombs and defeated the Chozo Statue and had completed everything in the initial area.  Now I was stuck.  I had bombed a few things hear and there but they were obvious rocks.  It was clear as day that I should bomb them.  There was a corridor that went to a dead end and I thought that was weird so I figured there must be something I missed.  I ended up bombing randomly and the wall was destroyed!  THAT was a key moment and remains my favourite Metroid memory!  This game was so cool that I was REQUIRED to find secrets to go forward!  That was just such an out-there concept and it still is.  Hell Nintendo themselves seem to shy away from it with each successive Metroid game.  Super Metroid gave no indication whatsoever that you had to bomb that wall that looked exactly the same as any other wall and no other videogame from the time period required that from the player.  It took what would have been a major secret in any other game and made it mandatory for progress.  When we talk about innovation in games, that's what we want.  We want something unconventional, original and unexpected.

Killer_Man_JaroTom Malina, Associate Editor (Europe)August 15, 2011

Quote from: Ian

We want something unconventional, original and unexpected.

I agree with that premise, but the example you gave is most certainly not the sort of thing I want in my games. Ironically, one of the design principals that I've always thought the Metroid series pioneered, from Super Metroid onwards, was the idea that the key to progression was hinted at in the little details. Quite the opposite from having the player wonder aimlessly hoping to arbitrarily chance upon the solution, which sounds like the scenario you described. Metroid is the master of creating worlds in which careful observation is the key.

Like in Super Metroid - "That platform is too far for me to jump to. But the only thing between me and it are those enemies. Wait... I have an Ice Beam. What if I freeze them and use the frozen bodies as platforms?"

Or in Metroid Prime - "Hold on. I can hear that phasing sound, the one you get whenever you're near an upgrade. Ooh, it's louder over here. Where could it be? Well, this block looks different to the rest. Hey, the X-Ray Visor shows there's something behind it. Wait... there's some stalactites up there. What if I shot one with a missile so it falls and breaks the block?"

It's those 'Eureka!' moments that I cherish about this series, because I start to notice anomalies and stuff that gets my mind whirring. I never get that satisfaction from being lucky that I bombed a spot on the wall that looks identical to the rest of the wall. That's the kind of BS that grinds my gears in the original Metroid and Metroid II.

UltimatePartyBearAugust 15, 2011

My first Metroid memory is of watching a couple of classmates as one drew the other a map of the later parts of the original game.  I remember him labeling some of the corridors with the dire sounding warning, "Metroids!"  Seeing a map of a video game world with cryptic "Here be dragons" type stuff was a mind-altering experience.  I suppose I was used to a regular sequence of levels like Ian up there.

However, Metroid II was my first real exposure to the series.  I bought it in a mall in Virginia during an 8th grade class trip Washington, D.C.  I don't know why we had to spend hours in a stupid shopping mall one day, but it had no arcade and I can't remember ever being so bored before or since.  I eventually sat down and watched the demo reel at Babbage's over and over again until I finally was driven insane enough to buy a game even though my Game Boy was back home.

Even though Metroid II is more linear, I didn't know that, and it was certainly impressive to me at the time.  I spent a lot of time exploring, but eventually got stuck somehow I don't remember (knowing my younger self, I was probably too scared of something to go on) until Nintendo Power finally printed maps.  I think my completion time was over ten hours, but I immediately started over and beat it fast enough to see some 8-bit cleavage.

I was spoiled on that whole "Samus is a girl" thing from the beginning, not that I recall how I learned it, but I'm surprised that hasn't been mentioned yet.  Obviously, most of the staff are little kids, but even so.  :P

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