Sure, lots of gaming websites are incurring Metroid-related flashbacks this week. I’m going to confine mine to just this one post, but I also want to touch on a few of the things that have made Metroid such an important franchise – even in spite of its years of dormancy after its initial release. Though sparsely sequelled for many years, Metroid has always been one of the cornerstones of modern gaming design both because it came first and because it was brilliant.
A lot of things about Metroid that we now take for granted were incredibly strange and radical at the time – like the idea of moving left. In fact, moving left is one of the very first things you have to do in the game, since you can’t progress rightward without the morph ball upgrade. By setting up this very simple puzzle (move left, touch glowing thing, get power up), the game teaches its players one of the fundamental concepts behind the Metroid formula. Sometimes you have to go backwards in order to be strong enough to go forwards.
And it introduced the idea of non-linear movement in general. Sure, the concept had existed previously in gaming. Most notably in the Legend of Zelda. But Zelda’s overhead map-like screens, which scrolled in huge chunks in every direction, were a very different beast than Metroid’s varried hallways and scalable passages. For most gamers, Metroid was the first side-scroller that allowed backtracking, and where not every hole in the ground led to sudden, inexplicable death. Metroid was about exploring, learning, memorizing.
And it was also about utility. Many of the items and power ups in Metroid had an obvious purpose. Bombs could be used to blow holes in the ground or to injure certain slow-moving enemies. But they could also be used to climb upwards if the player’s hand-eye coordination were sufficient. In fact, you could scale supposedly unreachable heights by chaining bombs off of each other. And the ice beam had an obvious function. It would freeze enemies, thus making them easier to shoot down. But it could also freeze enemies, thus turning them into stepping stones. It was one of the first examples of using pure weaponry to achieve non-combat results in a game, as well as using items and equipment to manipulate the gaming environment.
And the other true hallmark of the Metroid system was a world environment that literally was unlocked by the weaponry you had access to. Again, this was something that players had encountered before in games like Zelda. The ladder might give you access to a heart container or the raft would let you float over to a new dungeon. But Metroid had no keys except for the gear you carried. Doors were closed off to anyone without missiles. Entrances were out of reach to anyone without bombs. Even an item such as the high jump boots were used to “key off” certain areas that simply could not be reached without them.
The difference was that it wasn’t just one roadblock. You didn’t encounter one tricky jump or one missile locked door. It was a persistent condition of the environment. And while these two approaching have the same effect, the message is different. The first says, “We made you go get Item X so you could enter Location Y.” The second says, “Item X is necessary to survive in Location Y.” And rather than forcing the player to chase around for otherwise useless keys (I mean, how many times did you use the raft in Zelda, really), everything that you acquired simultaneously added to your arsenal and unlocked new portions of the game world to explore. It provides a context and a logical reason to progress, and it makes it feel less like you’ve reached a new part of the game because you got Key A for Lock A, and more because your character has genuinely become more powerful.
This system was advanced and in some ways overexploited in Metroid II (can we say spider ball?) and then refined as cleanly and as perfectly as gamers had ever seen in Super Metroid – heralded by many as not only the best of the series, but as one of the best games of all time. To this day, hundreds of games have copied the exploration, environment keying and combat concepts that were laid out in Super Metroid. The current crop of Castlevania games owe so much to Super Metroid that they almost feel like sequels – they even duplicate the look and feel of the mapping features.
In fact, it was the wildly popular Super Metroid that made many people (myself originally included) dread the release of Metroid Prime. Maybe it was the sacred reverence held for the originals. Maybe it was the uncertainly of the GameCube platform. Or maybe it was just that every 2D-to-3D conversion I’d seen in the past year and a half turned out to be an embarrassing, mortifying, stomp the soul from the original disaster. Sure, there were sparks in the night like Ocarina of Time. But for every Ocarina, there were a dozen Prince of Persia 3Ds. And a game like Metroid? No way, couldn’t be done. Metroid Prime was going to ruin the series forever – especially since it looked like Nintendo had handed off development to some no-name guys called Retro Studios.
Sometimes, it feels so very good to be wrong. Because Metroid Prime became the template for how to make the leap between 2D and 3D. What Retro captured was the feel and the style of the series. It didn’t just re-create weaponry and enemies (actually it re-created very little of the earlier incarnations and largely introduced new material at every turn). But it held true to the ideas of staged exploration, of weapon-keyed environments, and it balanced the concepts of accessible and earned content in much the same way that Super Metroid once did. Though what really sold Metroid fans on the game was the sequence breaking.
Which brings us to the quirkiest oddity about Metroid. The original game, while briliant, was very buggy. It’s understandable and even expected as no one had really attempted that sort of game before. As gamers played and replayed the title, they started to create challenges for themselves. First there were speed runs, where players tried to beat the game under a certain time limit. Those naturally lead to low-item runs, where players tried to beat the game with less health and fewer weapons.
And then finally gamers got into sequence breaking – ways to purposefully get around the weaponry-keyed parts of the game that made it so enticing in the first place. Often, sequence breaking was done to either lower your time or reduce the number of items needed to complete the game. Eventually, it was done just to be done (it was a proud moment when I beat Super Metroid with only one energy tank, one set of missiles and one set of super missiles – and yes, the last fight was a bitch, thank you very much).
Retro either understood that sequence breaking was an important part of the game to true fans, or else they were true fans themselves, because they left the world of Metroid Prime just manipulatable enough to break it. Perhaps they’d studied the series and realized that the only Metroid that locked out sequence breaking – Metroid Fusion – was widely panned by gamers for its stagnant, mission-ordered feel. Or perhaps the capacity to sequence break was just a natural extension of the kind of world you have to create to preserve the Metroid feel.
But what really makes Metroid an important series, what really defines it not just as a model to be copied but as a series to be envied, is that there is this incredible sense of working-ness about the game. You can sequence break because the game makes you powerful and because the game challenges you in the ways it does. In a game where locked doors and earned keys stand in your way, your progress is a static thing. You perform whatever task you have to to earn the key, then you “use” the key and you move onward. Your character and your functionality are exactly the same before and after you acquire the key and use it. In Metroid, you are what you can do. You are your own abilities and strengths.
Of course, there is one other significant difference between Metroid and just about any game from that era. The main character was, of course, a female. Hidden behind the ambiguous name of Samus Aran and a quarter inch of crazy metalic space suit was a chick (a hot one, this being a video game after all). And while it’s much more common to have a female protagonist in a game today, whether it be an over-the-top sex doll like Lara Croft or an understated (but of course still hot) heroine like Jill Valentine, Metroid did it first and did it in a way that slipped it under the radar of the vastly male gaming audience.
And perhaps most importantly, while Samus is, as I mentioned, quite hot in her little Zero Suit, she is never presented as a sex symbol. There aren’t camera pans whose sole objective is to display her polygoginally unlikely curved surfaces. She is, first and foremost, a walking tank. And for every one argument about the powerful market draw of “teh boobz”, there are a thousand arguments that such an approach would trivialize the character. It would at best turn her into Lara Croft (who, until Tomb Raider: Legend, was becoming a joke unto herself), and at worst, reduce her to being just another Blood Rayne. Perhaps that is why Retro Studios was able to transition the series into Prime so easily. They didn’t just understand the games that had come before. They understood the voiceless persona of its avatar.