Showing posts with label Super Metroid. Show all posts
Showing posts with label Super Metroid. Show all posts

Monday, February 10, 2014

Debating the definition of Metroidvania


"What is a Metroidvania? A miserable little pile of secrets."

JOHN: Hey, Jake, I was thinking for our next blog post that we should do a “Best of” for Metroidvania games where we give each other a list of games the other hasn’t played, do our best to play them, and then do an overall ranking. I’d be interested to see how different our lists end up being. I don't think Super Metroid would be in my top 5, but Castlevania: Symphony of the Night probably would be. What do you think?

JAKE: That would be a pretty limited list, wouldn't it? Aside from the Metroid and Castlevania games, there'd only be a handful of others. Guacamelee! and Shadow Complex. Maybe Cave Story. But none of those come anywhere close to making my personal top 5. Also: Super Metroid doesn't even crack a Metroidvania top 5 for you? The game that defined the entire genre?! Are you insane?

JOHN: Limited list? Are you nuts? I can think of three classic (one modern classic) series right now that fit into the Metroidvania mold. Mega Man Legends 1 and 2 (and incidentally Mega Man 64), Demon's Souls and Dark Souls, and Resident Evil (well, 1, anyway). Those are exactly Metroidvania-type games and are all much better than all of the rest of the proper Metroid or Castlevania games, except perhaps the aforementioned Super Metroid and Castlevania: Symphony of the Night. 

JAKE: The exploration elements of the games you mentioned are similar to the genre, but it's not enough for me to call Demon's Souls or Resident Evil a Metroidvania. The original Metroid was envisioned by Nintendo as a cross between the exploration of The Legend of Zelda and the platforming of Super Mario Bros. The games you mentioned have the exploration part, but platforming is just as integral to the Metroidvania formula. Every single mainline Metroid and Castlevania game emphasizes platforming. Without the platforming, Metroidvania is almost just Zelda. Demon's Souls has much more in common with Zelda than it does with Metroid.

JOHN: But it's more than jumping that makes Metroidvania games what they are, though. In every "classic" Metroidvania, there is a fixed map to explore and items to collect that make new areas of said map newly accessible, and lots of enemies to fight. "Jumping" makes the 2D Metroidvania possible, but it doesn't change a 3D one into The Legend of Zelda if you remove it. It doesn't need literal platforming to be the same type of game. Dark Souls is exactly this: it's a fixed (though much larger) map that you explore and open up as you progress with lots of enemies to fight and weapons to collect and upgrade. But there's no jumping. There's a limited amount of dropping, though, I suppose.

Resident Evil is exactly the same. It's a fixed map (hell, it's even a haunted house, just like Dracula's castle or Zebes) that opens up with the more keys you collect, with lots of zombies to fight and upgradeable weapons (well, gun > shotgun > grenade launcher > magnum > rocket launcher, anyway). The exterior is different, but it comes from the same stock as any Metroidvania. Much more so than Zelda.

JAKE: So then what's the difference between Zelda and Metroidvania to you? Does that make Zelda a Metroidvania? That would be pretty strange, considering Zelda predates both Metroid and Castlevania. But Zelda also has a world you explore by yourself, acquiring new items to access new areas, full of creepy dungeons just like Metroid's creepy alien caverns. Zelda's lack of platforming is the biggest thing that sets it apart from Metroidvania.

JOHN: The biggest difference to me is the world, itself. In the 3D Zeldas, Hyrule is an entire (teeny) country with separate, distinct areas to explore, joined by a common area, i.e. the field or, in The Wind Waker, the sea. Just like Demon's Souls... Hmm. Okay, maybe I'll concede that one to you. It doesn't use a single map: it's several distinct areas joined together by the central Nexus. And it has levels! 1-1, 1-2, 1-3, and 1-4 in the first area, alone. In that sense, it's actually more like the classic Castlevania than Zelda. But not like Metroid.

But the "haunted house" aspect of Dark Souls, Resident Evil, Super Metroid, and Symphony of the Night is the biggest difference. Are you really saying that, without jumping, Metroid is Zelda? I can't agree with that. Zelda's too light-hearted, too inconsequential. Opening up new doors (and, thus, new areas) in the big 4 are important events while in Zelda, outside of dungeons, it largely doesn't matter. Now, if an entire Zelda took place in a dungeon, say a massive Hyrule Castle, then I might agree with you.

And here's another thing about Zelda - the 3D ones, anyway - as soon as you get the hookshot, it effectively allows Link to platform. He's not "jumping," but he's ascending from level to level to kick ass and take names. Just like Samus. But I still wouldn't say that Zelda is Metroid, would you?

JAKE: "Enclosed gameworld" isn't a requirement of the genre. All the Metroid games span entire (small) planets, with Samus entering various caverns connected by many open areas--the original Metroid and Metroid II are the only ones to take place entirely underground. And many Castlevania titles, including all the more recent entries, feature areas to explore outside the castle.

The dark tone is an integral part of the individual Metroid and Castlevania series, but I don't think it's necessary to the Metroidvania formula. Guacamelee! has a lighthearted comedic tone, yet neither of us question its Metroidvania credentials. You know a big part of what keeps it true to the genre? PLATFORMING!

JOHN: You're talking "requirements" and I'm talking "aspects" of what makes a Metroidvania a Metroidvania. I'm essentially saying this: if it looks, feels, and sounds like a Metroidvania, then it's a duck. I think there's enough evidence to suggest that Mega Man Legends, Dark Souls, and Resident Evil, proper platforming present or not, offer experiences much closer to classic Metroidvanias than they do to Zelda. I can understand if you don't want to classify them as pure Metroidvanias, though, so maybe a new sub-category should be created for them, like "Bubblevania" or "Semi-troid," where they're maybe not quite Metroidvania, but not close enough to the Princess, either. But in terms of game-type, they should absolutely be considered alongside Metroidvanias in any list ranking them.

JAKE: I can get on board with Mega Man Legends being called Metroidvania since the Mega Man series is partially based on, ya know... platforming. Not so much the others. Maybe I'm a traditionalist, but we'll have to agree to disagree on the definition of the genre. If I were to make a top 10 list of Metroidvania games, it would pretty much all be Metroid and Castlevania games. With your slightly more liberal definition of the genre, what games would you put on the list?

JOHN: I'll be honest: I wanted to open up the definition in the first place because, outside of the few obvious classics, I wasn't sure I could come up with a top 10. I'm not the Metroid fanatic you are, but I do love Metroidvanias. After some consideration, here's my list, in no particular order:

  • Castlevania: Symphony of the Night (PS)
  • Castlevania: Dawn of Sorrow (DS)
  • Mega Man Legends (PS)
  • Mega Man Legends 2 (PS)
  • Dark Souls (PS3)
  • Shadow Complex (XBL)
  • Resident Evil (GC)
  • Super Metroid (SNES)
  • Guacamelee! (PSN/PC)
  • Metroid Prime (GC)
I just barely made it to 10, and I couldn't come up with any other titles that I'd played for more than 10 or 15 minutes (such as Metroid Prime 3: Corruption), for various reasons. Perhaps you can enlighten me to a treasure trove of hitherto unknown (to me) Metroidvania treasures. Or perhaps just one: if you had to recommend a single Metroidvania not already on my list, any platform, what would it be?

JAKE: I touched on this in my ranking of Metroid games last year, but Metroid Prime 2: Echoes is by far the most underrated Metroidvania. In that article, I described it as "a Metroid connoisseur's Metroid." People are turned off by Echoes' dark color palette and its extreme difficulty. The first Prime is more easily enjoyable, but Echoes builds on its predecessor's ideas and features even deeper and more cerebral puzzles and worlds to explore.

Devious Spider Ball puzzles in Sanctuary Fortress

While the first Prime stuck to a more traditional approach and standard videogame "fire world/ice world/forest area/etc" tropes, Echoes explores more unique places like the futuristic Sanctuary Fortress, perhaps my favorite location in any Metroid game. Echoes was so tough that when it was re-released as part of Metroid Prime Trilogy on Wii, they dialed back the difficulty. But it's the Crime and Punishment of Metroid: dense and hard to get through, but super meaty when you put in the effort.

Thursday, January 30, 2014

An analysis of title screens: Metroid, Mario, and... Spec Ops: The Line

Title screens are obsolete in today's gaming industry. They're a holdover from the days of arcades, when the screen had to show something even when no one was playing it. Today, games could easily cut straight to the main menu. But in reverence to their roots, virtually every modern video game still has the classic title screen, with the game logo in big letters and "PRESS START" beneath it, replacing the "INSERT COIN" of yore.

And it's kind of beautiful. Why do we need title screens in 2014? They serve no practical purpose. I guess they just look cool. They're gaming's equivalent of the title page at the beginning of a novel--unnecessary, but a time-honored tradition.

When you think of your favorite games, even ones you haven't played in years, you can likely conjure up the image of the title screen in your head. They usually play with iconic, mood-setting music in the background, and when they sit idle for a few seconds often go to "demo mode" or "attract mode," where they show video of gameplay or a cutscene introducing you to the storyline.

As games have progressed, they do new and wonderful things with their title screens. Let's take a gander at title screens over the years, beginning with my favorite series.

Metroid


The title screen for the original 1986 Metroid is most notable for its music. In an era when game soundtracks were all about upbeat, hummable melodies, Metroid was the first to go for dissonance. It sets a foreboding tone for the whole game, particularly interesting considering it was made by Nintendo, best known for family-friendly fun. If you wait long enough, though, the dissonant music evolves into a memorable tune. Metroid's title screen also gives you the only story information you ever get, aside from the game's instruction manual.


Super Metroid's title screen is a work of art. It begins with an intro. "1994" flashes across the screen, proudly displaying the year the game was made. Not many games do that. "NINTENDO"... "PRESENTS"... "METROID 3"... and then the main title screen with the huge SUPER METROID logo finally appears. The ominous music coalesces into a revised version of the creepy piano tune from the original Metroid title screen. How great is that! I enjoy that "METROID 3" appears before the title screen; Super Metroid is never referred to as "Metroid 3" apart from this little intro sequence. Something about it makes the intro more cinematic and epic to me.

And then there's the actual content of the title screen. We see what looks like a laboratory, with an infant Metroid encased in glass. It's the baby Metroid that Samus saved at the end of Metroid II! It's so tiny and harmless! But... there are dead bodies strewn across the lab floor. What happened here?! Like a great opening line in a novel, this title screen hooks you in to the story.

It gets even better. In the opening level of the game, you walk through the very room depicted in the title screen... but now the glass is shattered and the Metroid is nowhere to be seen. STORY SYNERGY!

Mario

Nintendo's sliiightly more popular franchise, Mario, also has an interesting history with title screens. From early on in the series, the title screens have presented the games as theatrical productions. Here's the opening of Super Mario Bros. 3:


This changes the dynamic of the entire franchise, implying that everything happening onscreen is actually a staged show for an audience. I guess that explains why Mario and Bowser are arch-nemises but then they go golfing and go-karting together the next day. The Paper Mario spinoff series would take the theater concept a step further and actually show the audience watching your gameplay.

When Nintendo finally took the leap to 3D with the Nintendo 64, it launched with the seminal Super Mario 64. The game didn't hesitate to introduce players to the third dimension immediately: the title screen consists of a giant three-dimensional Mario head that you could poke and prod to your heart's content, showcasing the new console's graphical capabilities.


This was mind-blowing in 1996.

Spec Ops: The Line

Fast forward to the twenty-first century. Modern games do all sorts of nifty things with their title screens. My favorite in recent memory is Yager Development's Spec Ops: The Line.


At first glance, Spec Ops is a generic dudebro military shooter like Call of Duty and Army of Two. But as I've written about here and people have talked about elsewhere, it's much, much more than that. The title screen captures it perfectly. On the surface it seems like a standard war-torn Middle Eastern background. But huh? The American flag is upside down! The title screen changes depending on how far into the story you are, and the music... is Jimi Hendrix's famous live performance of "The Star-Spangled Banner." In the late '60s it sparked huge controversy, seen as a twisted version of patriotism and a commentary on the Vietnam War. Spec Ops is in many ways a modern-day adaptation of the iconic Vietnam War film Apocalypse Now, so the song fits the game on multiple levels.

Do we need title screens in 2014? No. Do we want them? I couldn't live without their logo-filled goodness. What do you think is the role of the title screen in modern gaming? What title screens are particularly memorable to you?

Friday, August 16, 2013

Ranking the Metroid series

Metroid has always been close to my heart. In my "100 greatest games of all time," it was the only series to be represented three times on the list. Choosing between Metroid games is like choosing between my children. So let's do it.

11. Metroid: Other M - Nintendo / Team Ninja / D-Rockets - Wii, 2010

The only Metroid game I actively dislike. It's an admirable risk to try to add dialogue and a wider cast to a series about isolation and solitude. But Nintendo gave the task to Team Ninja, best known for... boob physics. They turned one of gaming's only major strong, independent, non-objectified female protagonists into a woman who longs for nothing more than a man to tell her what to do.

10. Metroid Prime Hunters - Nintendo Software Technology - DS, 2006

Nintendo's attempt to make first-person shooters work on its handheld DS. It's admirable, but it's not the most comfortable control set-up for players. When it comes to gameplay, Hunters has more in common with Halo than with Metroid. None of the series' trademark exploration elements are there, and instead of a lonely, moody atmosphere, Hunters focuses on linear levels and multiplayer deathmatches. Some good remixes of classic Metroid Prime music, though.