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Rebuttal Rebuttal – I Stand With Metroid

Posted by Peter Smith

So, I recently incited the wrath of seemingly thousands of NeoGAF readers by defaming the good standing of Metroid: Zero Mission. One of them even said he hated me as much as he hated Amy Winehouse, which was so left-field I almost took it personally. Let me further establish that I am totally batshit, tastewise, by giving you my list of favorite games in the Metroid series:

1) Metroid
2) Metroid Prime
3) Metroid II: Return of Samus
4) Metroid Fusion
5) Metroid Prime 2: Echoes
6) Super Metroid
7) Metroid: Zero Mission
8) Metroid Prime 3: Corruption

See? I'm fuckin' nuts. I'm a madman. I'd slit my momma's throat for a nickel. Granted, I still think all of those games are pretty swell, but please feel free to completely disregard my opinions on Metroid, videogames in general, fluffy bunnies, etc. That said, since my fellow blogger Amber mounted a thoughtful and cogent defense of Zero Mission yesterday, I feel obliged to clarify my thoughts.

First of all, despite Amber's objections, I can't really attribute my preference for the original Metroid over Zero Mission to nostalgia, because I'd never played the original Metroid until the late '90s, when I was already a cantankerous teenager. I'd played Super Metroid well before that, and it never stuck with me as much.

As far as the popular notion that the original Metroid is unplayable — I think contemporary gamers have in some ways been spoiled by easier games and smoother controls. No doubt Zero Mission controls better than its source game, and no doubt Metroid is hard, but it's far from the hardest thing on the NES. I wouldn't call it unplayable, but one thing I would call it is "hostile." Which actually fits its themes pretty well.

One thing that games did by default back in the day was leave a lot to the imagination. There weren't a lot of system resources for story, comic-art interludes, etc. You could argue that the designers would've put that stuff in if they could have — ie, "It's only that way because it's on the NES." But that gets into the good ol' intentional fallacy. Once Metroid is out in the world, it doesn't matter what Gumpei Yokoi would've done if he'd had the resources. What matters is what's on the cart and how it affects us when we play. By leaving a lot to the imagination, Metroid invites you more openly into its world. This is one of the virtues of simplicity. It's the same reason I prefer The Legend of Zelda to A Link to the Past (a game for which I have far more nostalgic feelings), or Mega Man II to Mega Man VI, even though the later games are clearly more polished and planned. For me, Metroid lost something once it started explaining about Space Pirates and Chozo and so forth. Once those strange, ancient bird statues had a name, they went from the realm of the uncanny and dreamlike to just elements of a standard-issue space opera — one that happens to be very well done, but familiar material none-the-less.

I should also address my allegation that Zero Mission is full of hand-holding. As many people quite rightly pointed out, Zero Mission actually allows you to sequence break pretty substantially. This is definitely cool, I agree. (Actually, here's a remarkable chart of possible sequence breaks, which makes clear how malleable Zero Mission really can be.) So "hand-holding" may not be the right charge. Let me be more precise. For me, the distinction between Metroid and its sequels, and also between Zelda and its sequels, comes down to (bear with me) the difference between a godless world and a created world. The world of Metroid is truly alien. It's full of repetitions, corridors that go nowhere, areas with no apparent human purpose. (Memory limitations, I know — see "intentional fallacy" above.) In "modern gaming" terms, this means that it's, in some ways, less fun to run around in. That also means that it feels disorienting, atmospheric, organic, "real." (And on a side note, I'm not sure "fun" should be the ultimate determinant of a great videogame — if we want games to be art, great art is not always "fun" per se. . . a tangent you'll probably thank me for not following further.) Again, think of the space jockey in Alien. There's no explanation for it. It's just there.

In contrast — yes, there is no verbal explanation for a lot of stuff in Zero Mission. But let's look at the subtextual implications of the gameplay. Let's say you go into a room where you acquire the Ice Beam. Once you get it, you have to use the Ice Beam in a puzzle to get back out of the room. By establishing a logical construction like that, Zero Mission (like most other Metroid games) implies intelligent creation. There is a cause/effect structure, thereby tipping the hand of the creator. In Zero Mission, Zebes isn't an incomprehensible alien world. It's an intricately constructed puzzle box — a very well-made one, but a human artifact all the same, in the same way that the half-decayed ancient ruins Link wanders in Zelda become clever videogame constructions in Zelda III. I realize this is a subtle distinction, but to me, it makes a huge difference in the experience of playing the games. I'm an atheist, and that cold, atheistic Metroid just hits me where it hurts. No disrespect to Zero Mission, really. It's a great game. Metroid is a place.



Related:
Rebuttal: Say What About Metroid: Zero Mission
The Five Greatest Enhanced Remakes, and Five That Weren't So Great, Part 3
For Love of the Game: Metroid II Remakes


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Nemo Incognito said:

Your points were eloquently made but I can't bring myself to agree with them.  Metroid is a relic of a time in which arbitary, unmarked goals that could only be achieved with trial and error could be considered entertainment.  Yes, modern gamers can be called 'spoilt' because now there are games that can offer people the same experience with less frustration and time investment.

But if you want to find entertainment in a game which would be considered bad by most people now then I would be a hypocrite to condemn you because I've done the exact same thing myself with another game (Stretch Panic, for the curious).

July 9, 2008 6:11 PM

Amber Ahlborn said:

Again, I can't disagree with your points, I simply don't share your enthusiasm for this sort of old school gaming.  My design philosophy revolves around efficiently.  Everything should have a purpose because it IS a game.  I don't feel every game should be fun though.  Every movie isn't a comedy.  I just like a sense of progress and accomplishment when I play and I find that rather void in many older games.  I will say that I'm also frustrated with newer games babying me along.  The middle ground is the way to go and the hardest to hit.

July 9, 2008 10:18 PM

AbsolutelyNot said:

I remember the first time I played Metroid. I spent most of the time lost and then I died. That was not a good first impression.

I later played through the game, and it was fun. I enjoyed it for all the reasons you mentioned, the exploring, the fact that the game was actually hard and required you to remember where things were. (This was before I had played adventure games that twelve different items that each opened something that you had passed during the first part of the game) Plus the game had good music. :)

Of course, the game had so many flaws, like no crouch shooting, and the fact that for the first part of the game you can go to places that kill you in three hits at full health, and the greatest sin, when you save and quit you lose all health. I know, it's a technology limitation, but still if I want to save in Touran (sp?) I don't want to shoot those stupid donuts for an hour to get my 600 or so health back. They could have given half health, or more reasonably, they could have given 30 times the amount of energy tanks I have.

So, yeah the game was revolutionary, but it didn't age well and while still fun, some of the design choices are questionable. Players should not be punished for saving. (I really hate that)

@Amber: Your design philosophy is very hard to prove because it can be applied to everything. If they went out of their way to put something into a game, it has a purpose. The question is whether the player feels the purpose, and in that aspect I think that Metroid succeeds.

The game is on a long forgotten planet, the mazes that are there let the player feel the isolation as well as enforce the idea that you Are the only person that can save the world.

I don't know if it's the best of the series, but it did spawn the series. Also, Arm Cannon rules!

July 10, 2008 3:14 AM

Peter Smith said:

Wee! What a fun discussion. Yes, I agree that everything in a game should have a purpose, but I think the purpose can be a subtle one that doesn't necessarily speak directly to gameplay, as with Metroid's numerous red herrings. When a game world is entirely logical, I often get distracted by the artifice of it.

Speaking of which, I realized my point about post-Metroid games' cause-and-effect structure has a clear precursor in Metroid itself: in the very first room of the game, you get the Maru Mari, then have to use it to get back out. This is a way to show the player how the game works and thereby the obvious work of a creator... that said, I think that's the only time that happens in the original game.

I definitely agree on the punished-for-saving front. It's a total pain in the ass. And yes, Metroid has this weird kind of reverse difficulty curve, where the most perilous moments in the game are at the very beginning... but I actually think that works for it.

July 10, 2008 10:17 AM

Amber Ahlborn said:

Hmm, I think I overstated my sentiment on purpose.  I happen to like red herrings in video games and exploring.  Those do serve purposes.  What I'm trying to get across is a lot of older games often lack the markers that make it apparent you are getting somewhere.  By markers I mean something as simple as visual design.  A big problem I have with Metroid in regards to this is the utter repetitiveness in the look of most rooms.  In later Metroid games, rooms became much more visually distinct.  You know you are seeing something new and it's easier to determine where you are going without looking at a map.  This is one of the aspects I loved most about Super Metroid and the Prime games.  Every room is so distinct and has its own strong character.  The environment really speaks to you in a way that draws you into the exploration aspect.  The original Metroid is so void in this regard that it's harder for me to feel there's purpose in my wanderings.  Zero Mission, of course, fixes this.  Zero Mission feels like a place to me.  Metroid feels like a string of artificial corridors.

July 10, 2008 11:13 AM

Peter Smith said:

I think the distinction I see is that we're so used to an environmental diversity in videogames that just doesn't exist in nature. Yes, nature has astonishing variety, but you're just not going to see a forest, desert, volcano, ocean and tundra in the same square mile. I really love Prime, but that world feels more artificial to me than Metroid's. I mean if you're out in the woods, there's a good chance you'll get lost because everything looks the same... that's an experience that feels real, I think...

July 11, 2008 10:23 AM

Discoalucard said:

Yeah I wouldn't take NeoGAF so seriously. Some of the folks there can be stuttering nitwits.

I disagree with its spot on the list, but your reasoning makes sense, so it's all good.

July 13, 2008 2:36 PM

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about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

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