“Space can be mapped and crossed and occupied without definable limit;
but it can never be conquered. When our race has reached its ultimate
achievements, and the stars themselves are scattered no more widely
than the seed of Adam, even then we shall still be like ants crawling
on the face of the Earth. The ants have covered the world, but have
they conquered it — for what do their countless colonies know of it,
or of each other?”
-Arthur C. Clarke
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With Samus back in the hearts and minds of so many these days (though perhaps she never left), thanks in no small part to Metroid: Samus Returns and the Nintendo’s Metroid Prime 4 announcement, I thought it was time for me to get in on the space-faring, bug-blasting, heroine action with a review of Metroid Prime, one of the best leaps from 2D to 3D ever. It is also one of the most obvious.
Leading the Metroid series from its influential, two-dimensional, side-scrolling platforming origins to full-on, three-dimensional, first-person-perspective shooter may not have been a lightning flash of genius so much as it was the most logical direction for Samus and her world. With the rise of more powerful systems supporting 3D gaming came the tide of first-person shooters. Metroid was Nintendo’s best bet for slipping into the increasingly popular FPS scene. The Metroid games themselves had an air of maturity, seriousness, and coolness factor that could appeal to older gamers. Samus, the series’ champion and an icon in the Nintendo gallery, was a natural choice for an FPS lead with her stolid persona and arm-mounted cannon.
The transition between dimensions, from two to three, was not an easy one to make for all characters and franchises. Several were left behind as the gaming industry moved forward. I’m sure you can think of a few franchises which died with the end of the 16-bit age…
If a series couldn’t define itself as technology expanded and then refine itself to keep up with the times, then it simply disappeared, provided there was no other niche in which it could exist. In the survival of the fittest world of gaming where at bottom the success of a product is measured in sales, only the adaptable make it to the next generation. Metroid, despite gaps in its series, is one of those which has survived because it could be reinvented without being fundamentally changed. It could enter into a new kind of genre without sacrificing its core elements. Whether that’s purely by design or by coincidence that Metroid just so happened to function that way already, perhaps no one can say.
Metroid Prime doesn’t lose any of the sense of foreboding and isolation that the series achieved in Prime’s forebears, Super Metroid most notably, and this game is a textbook example of storytelling through atmosphere. This series is the closest Nintendo generally gets to flirting with the horror genre. Everybody knows the Big Red N for their happy-go-lucky innocence and magical games evoking childhood nostalgia, but with Metroid Prime, indeed with the franchise as a whole, there’s a very potent sublayer of horror: aliens, mutants, shambling monsters of all sorts, the presence of silence, and the sensation of loneliness.
As an accent to the Nintendo canon, Metroid is significant. If Nintendo ever puts out an adaptation of one of their IPs in the full, gory, violent, terrifying rated-M for mature flavor, odds are that mantle would fall to Metroid. I can’t exactly envision an Animal Crossing horror game! Not saying they shouldn’t try, though. Maybe there could be a Nintendo development division, “Nintendo After Dark”, though to be fair this game was developed in collaboration with Retro Studios as well. Retro Studios is an American developer and I think that’s interesting to take note of in the adapting of Nintendo’s Metroid to the FPS genre that’s popular in the West.
Click here for the full review... https://thewellredmage.com/2017/12/12/metroid-prime/