Metroid is
Nintendo’s black sheep. While the series has seen just as much critical acclaim
as the Japanese gaming giant’s other flagship franchises, Metroid has never been the commercial juggernaut Mario and Zelda are year after year. So when faced with the technological
leap from two dimensions to three-dimensional graphics, why did Nintendo for
the first time in their history hand over one of its own series to a Western
developer? Metroid Prime is the
culmination of the company’s marriage of East and West in game design. The
unlikely bedfellows of Nintendo and U.S. developer Retro Studios managed to
create one of the most successful video games of all time, both critically and
commercially.
The series has had Western roots from the beginning. It was
conceived by misunderstood designer Gunpei Yokoi—most famous as creator of Game
Boy and for ruining his career later with the infamous Virtual Boy. Yokoi took
heavy influence from Ridley Scott’s 1979 science-fiction horror opus Alien and the art of Swiss surrealist
H.R. Giger. Even before Prime, Metroid was Nintendo’s only franchise
directed at an older demographic with a more serious tone, and their only
series with better sales numbers in the West than domestically in Japan.
When Metroid was
finally handed to a Western developer for the jump to 3D, it wasn’t what you’d
call a “smooth transition.” Austin, Texas-based Retro Studios was inexperienced
and in shambles with an absent CEO when Nintendo came knocking. And their final
product was a first-person game—perhaps the visual perspective most emblematic
of Western design. How was this game not a total flop? And how did it
consolidate the vast differences between Eastern and Western approaches to
video games?
A misunderstood history
Gunpei Yokoi himself was just as much a black sheep as the franchise
he fathered. Hired by a struggling Nintendo in 1965 to maintain the assembly
line machines for playing cards, Yokoi’s first product was an extendable claw
toy called the Ultra Hand that he had just made for fun. It impressed Nintendo
so much that the company put it on store shelves in 1966 and moved 1.2 million units. The Ultra Hand
singlehandedly put Nintendo back in the black. Yokoi famously said “The
Nintendo way of adapting technology is not to look for the state of the art but
to utilize mature technology that can be mass-produced cheaply.” Nintendo lives
up to that line even in 2012.
Fast-forward two decades. Nintendo was riding high on the
success of their first home console. Metroid
was meant to feature the platforming of Super
Mario Bros. with the adventure elements of The Legend of Zelda. The dissonant soundtrack by composer Hip
Tanaka created a lonely, melancholy mood, something not seen much before in games.
And the Alien influence went farther
than just the sci-fi setting; it was one of the first video games ever to
feature a female protagonist, just like Ridley Scott’s film. Yokoi even named
one of the game’s bosses “Ridley” in honor of his English influence. This was a
far cry from the colorful, cheery fare pervading video games at the time,
especially on a Nintendo console.
The original title was released on the Famicom in 1986, and
for the Nintendo Entertainment System abroad the following year. After a mildly
successful outing on Yokoi’s own Game Boy of Metroid II: Return of Samus in 1991, Yokoi buckled down for what
would be considered by many to be his masterpiece: Super Metroid, released on the Super NES in 1994 to widespread
critical acclaim. It took the non-linear gameplay and moody sci-fi setting of
the first game to the next level.
Gunpei Yokoi would leave Nintendo two years later amid the
failure of the Virtual Boy. In 1997, he was struck and killed by a car on the
Hokuriko Expressway. A tragic life and a tragic death.
The Metroid
franchise’s critical success never translated to blockbuster sales. While Super Mario 64 and The Legend of Zelda: Ocarina of Time launched on the Nintendo 64 as
landmarks of game design, Metroid was
left in the dust during the 64-bit era. A cameo in Super Smash Bros. notwithstanding, Samus was dead to the public for
eight years.
Reviving Metroid
Retro Studios in Austin, Texas |
Retro Studios started in 1998, out of the ashes of Iguana
Entertainment (makers of the successful but “meh” Turok series for N64). The studio was originally a “second-party”
developer for Nintendo, specializing in GameCube games for an older
demographic. But the company workplace was in disarray. Representatives from
Nintendo would visit every few months, and as the team fell further behind, all
their games were cancelled.
Who would save Retro Studios? Shigeru Miyamoto, of all
people. Yes, Mario- and Zelda-inventing Shigeru Miyamoto, who
hadn’t worked on a single Metroid
game up to that point. He looked at a first-person shooter engine Retro was
working on, and said it would be perfect for the long-awaited sequel to Super Metroid. The most important
Japanese video game designer of all time, suggesting some Americans should make
a first-person version of one of his company’s franchises? How does this even
happen?
The gaming world was skeptical of the change. Many thought
this was simply a way to cash in on the trendy new FPSes, and that the new Metroid would boil down to a generic
sci-fi shooter dumbed down for American audiences. Nintendo was so nervous
about this departure that they internally developed a traditional 2D Metroid game for the Game Boy Advance to
be released on the very same day as Metroid
Prime, titled Metroid Fusion. Fusion was a relative success, but it
would pale in comparison to Retro Studios’ unexpected work.
Despite skepticism from media and hardcore Metroid fans alike, the game released in
November 2002 to 1.5 million copies sold in the United States alone. More
importantly, Metroid Prime became one
of the most critically praised games ever made. It earned Game of the Year
awards from GameSpot, GameSpy, Electronic Gaming Monthly, Nintendo
Power, Edge, and the Game
Developers Conference. On review aggregator site GameRankings.com, Metroid Prime has an average score of
96.35% based on 84 reviews, good enough to make it the seventh highest-rated
game of all time (or at least since people started writing video game reviews).
East and West Are Raging Inside Samus
Metroid Prime
excels because it sits at the crossroads of Eastern and Western approach to
video game design. As stated earlier, Metroid
is a Japanese game rooted in Western science fiction. But it’s still definitely
a Japanese game. Just look to Samus’ armor, the Varia Suit.
Imagine a board meeting at a video game publisher, and
someone suggests, “Hey, why don’t we let the hero of this gritty sci-fi action
game roll into a little ball! They can roll around to solve puzzles and drop
bombs!” Does this sound like an American developer? I think not. It goes deeper
than that, though. One of the most iconic aspects of Samus’ suit is her arm
cannon, which is permanently attached to her arm. Whether her right arm is
amputated at the elbow or if somehow her hand just fits inside a cannon, we’ll
never know. But this is a Japanese idea at its core.
Metroid Prime concept art |
The game analysis video series Extra Credits calls this “the myth of the gun.” Much of the
difference between East and West in game design is rooted in this myth. The
Japanese view of warfare comes from Buddhist and Shinto philosophy; as a
result, mastery and spiritual attainment are most important. This Japanese
warrior culture predates the gun by centuries. The ideals of the United States,
meanwhile, come from the Enlightenment movement, so they focus on personal
liberty. The nation itself claimed independence through guns. What does this mean for games, though?
Extra Credits
says, “In Japanese games, the gun isn’t so much a gun as an extension of the
self.” As a result, we see games like Mega
Man where the weapon is actually a part of the character’s body. Samus
follows in this tradition. It’s “a representation of internal force rather than
a mere firearm.” This is why in Japanese works like Dragon Ball Z and Street
Fighter, even characters without firearms are able to launch projectiles at
enemies. When a character in a Japanese game is given a gun, it’s usually a
last resort to survive. There are a few exceptions like Contra, but notably, most gun-toting Japanese games feature
American protagonists.
First-person shooters, on the other hand, are the
culmination of a cultural mythology Americans have built around guns. Americans
see the gun as a symbol of independence—even in 2012, the National Rifle
Association is one of the most powerful lobbying groups in the country. The gun
is not the self, but a tool. Guns represent empowerment to Americans; even the
weak have the ability to defend themselves if they have a gun. This is why so
many American games feature endlessly replaceable guns. In most Japanese games,
you keep the same weapon through the entire experience, enhancing and
perfecting that one weapon. American games, on the other hand, feature weapons
strewn throughout the game worlds for people to pick up and throw away at will.
From the first-person perspective, anyone can be a warrior.
You don’t need training. This is an American Revolutionary idea. While Japanese
warriors are a select few who have achieved the highest level of training,
Americans hold the ideal of the everyman citizen-soldier. It doesn’t just
affect perspective—look who the player is in most games. In Japanese titles,
you tend to play as a certain character with a name and character traits—Solid
Snake from Metal Gear or Ryu Hayabusa
from Ninja Gaiden. U.S. games,
though, tend to feature either generic blank slate characters like Gordon Freeman
from Half-Life and Master Chief from Halo, or no-name customizable avatars.
Japanese gamers are meant to role-play as the protagonist, while American
gamers are meant to be the
protagonist. This lends itself to a first-person perspective.
So what about Metroid?
Samus is a traditional Japanese warrior. But even the original Metroid borrowed something from Western
design philosophy: isolation. American games love the “me against the
world” mentality. Look at early FPSes from the ‘90s like Wolfenstein 3D or Doom—you’re
always alone. There’s hardly ever a character at your side or a friendly NPC.
Japanese games, on the other hand, are famous for party-based group RPGs. Metroid uses the same
individual-vs.-the-world perspective that its influence Alien does.
The decision to go first-person
When Nintendo originally planned to bring Metroid to 3D, they wanted it to be
third-person. Based on Miyamoto’s recommendation, though, they used Retro
Studios’ first-person engine. Samus is the perfect fit for this perspective.
She hardly ever speaks, thus is an easy empty vessel for the player to fill.
But Retro went one step further: the heads-up display. While most games feature
non-diegetic HUDs, Metroid Prime puts
the player inside Samus’ visor. We see what she sees: her health bar and ammo
counters are within the world of the game.
When bright explosions occur near her, we see Samus’ face reflected in the
glass of the visor.
The Scan Visor |
Metroid Prime
isn’t exactly a first-person shooter, though. Retro Studios likes to call it a
“first-person adventure.” While it’s definitely in first person and it
definitely involves shooting, it doesn’t follow the conventions of standard FPSes.
In a conventional shooter, the focus is on weaponry and skill in dispatching
enemies. In Metroid Prime, the focus
is on exploration and puzzle solving. There are enemies to shoot, but precision
in aiming is so unimportant that the game includes a button to automatically
lock-on to enemies. The challenge in defeating enemies in Metroid Prime is finding their weak point and exploiting it,
instead of finding the biggest gun and firing away. Metroid Prime’s enemies are essentially puzzles.
In true Metroid
fashion, Prime is about trekking
through an alien world, gaining new abilities, and then going back to that
world to accessing places with your new ability that were previously
inaccessible. Metroid Prime’s boss
battles are largely a “final test” of Samus’ skill in whatever ability she most
recently gained.
But the core of the game is still exploration and puzzle
solving. So much so that even in this American-developed game, the very
Japanese concept of the Morph Ball plays a huge role (or roll?). In morph ball
mode, the camera swoops out to a third-person perspective, and Samus can roll
into tight areas to solve new puzzles. This seems goofy and out of place in the
melancholy tone of Metroid Prime, but
Retro Studios makes it work.
Another of Prime’s
successes is its tutorial. Tutorials are notoriously awkward for video games to
get right. Often, they either leave the player out to dry, or they’re so long
and exposition-filled that the player is bored out of their mind. It’s an unfortunate
video game necessity. Other artforms are standardized. When you read a book,
you know you turn the page to get to the next part of the story. When you
listen to music, you know the “pause” button stops the music and the “skip
forward” button moves to the next song. But video games have all sorts of
different control schemes. A shooter has different controls from a platformer,
which has different controls from a role-playing game.
Metroid Prime
works its tutorial into the storyline. Samus boards an abandoned spaceship at
the beginning of the game and inspects what happened to the pirates inside.
Through this, the game teaches the player how to fire their weapon, how to scan
the environment, how to use the morph ball—the basic mechanics in the game.
There’s even a boss at the end of the tutorial level. The player gets a crash
course in game control but also gets solid gameplay and storytelling in this
section, rare for video games.
What it all means
So what is the legacy of Metroid Prime? Why is it important? On an immediate level, it made Metroid relevant to a new generation. The game spawned two sequels, a handheld spinoff, and a Wii remake. There was even Metroid Prime Pinball, one of the most underrated games of all time. But on a wider level, did it affect other games? We haven’t seen a boon of first-person adventures. It’s a genre that hasn’t been a commercial success since Myst, and other than Metroid Prime, we haven’t seen much of since. And Metroid aside, Nintendo doesn’t seem interested in similar games for a more mature player demographic. The Wii was a movement in the complete opposite direction, and the upcoming Wii U seeks to continue that trend.
Really, Metroid Prime is testament to the success of combining Japanese and American approaches to game design. The Western-influenced brainchild of a misunderstood Japanese designer, taken on by an inexperienced Texan developer with the blessing of the most important gaming figure in the world! Metroid Prime is a proof of concept for Nintendo and Retro Studios. Hopefully in the future we can see more games co-created by both East and West to recapture the spirit of Metroid.
Very interesting post, though from what I recall Metroid Prime wasn't nearly as popular in Japan, even for a Metorid game, leading to the disaster of Other M.
ReplyDeleteOther M is a whole story of its own, one which has already been dissected by a ton of people. Prime, on the other hand, is a success story I haven't seen enough people write about.
ReplyDeleteOh, I know, I've seen a lot of the Other M reactions. I just think it's kinda ironic that a game which merges Western and Eastern styles only managed to be popular in the West.
ReplyDelete