
I am going to wait til the summer sale to pick it up, even if it's not on sale, since I have like $50 in cards to sell and they go faster during the sale. But I am hyped for it, or at least what passes for hype for me, and since it's a "loving homage" to Metroid, I thought I'd go play some Metroidvanias to refresh myself on the very concept. I googled a list and I've scribbled down a couple I'll need to emulate and one I own but completely forgot to play through. Derp. I might give La Mulana a try, but somehow that game never really grabbed me.

First up: Super Metroid, and a brief discussion of this god damn classic that everyone should try at least once in their life. To be honest, I played through the original Metroid as a child and fairly recently on a DS or GBA or whatever one of the Nintendo portable consoles, so I don't really want to give it a replay. The interesting thing is that I was always anxious about replaying the super version, not because it would live up to my nostalgic memories (spoilers: it does) but because of two things: Wall jump and charged jump. Argh! This is so tricky! Push the button then unpush the button before you push the other button?? how do i...

I mean, look at this cropped shot of a chunk of the map. Lots of different colors, bizarre looking blocks and aliens, the whole of it just immensely strange. When you go for photorealism, you don't get that.
One of the things I've noticed as gaming moved more and more toward the photorealism era is I would increasingly find it difficult to like, not get horribly lost. And yet, even without the map, after a while Metroid became easier to navigate. Look over at that picture again, it's strange realizing those wildly different shapes and colors make the rooms much easier to remember. Free from photorealism and the limitations of 3D texturing, you're allowed to make some truly bizarre stuff that sticks in the brain.


Super Metroid has two additional real zones, and then "Crateria" a sort of generic term for crap you do on the surface. Due to improvements in the SNES, all of the zones are very distinctive but also very distinctive as you transition through them. Visually Super Metroid is a total treat, there's a lot of stuff here that pixelretro in the modern day either doesn't or fails to replicate. Maybe it's nostalgia, but the way water and lava are done in Super Metroid just please me, even as I'm cursing their presence. The game layers things pretty carefully, and backgrounds have enough detail to notice but not to distract. You get little things like long veins of bio-energy pulsating, or weird abstract underwater ruins that wobble from your perspective (since you're underwater) or the scorching heat being expressed in a shimmer of hot. There's just so many beautiful details and such a distinct, constantly varied color palette. The game references the original a ton, but it also expands them out. I could gush about it for days.

No, nothing in Super Metroid really makes much more sense or looks like much of anything beyond the aforementioned fever dream, and while I do prefer game design to look like places, Super Metroid gets around this by making everything distinct and transitional. Brinstar, on the most part, slowly shifts from rocky to covered in vegetation to the final weird dead end where its boss lies in weight. CUZ HE'S SO FAT. Norfair grows hotter as you go, and so forth. It is a little weird to me that on the most part your enemies in Super Metroid appear to be like, random lifeforms you run into rooms and slaughter. Other than the two varieties of space pirates, most of them are just little blobs or goofy crab things.
As I said, it's an abstraction rooted in how the NES could basically not visually display a person. I mean the space pirates, as they're shown in the SNES, aren't even in the NES game. But when you step aside for a moment and look at the game you go like, wait, I'm killing what appears to be a tiny crab monster who has two heads and he's dancing?

It isn't much of a shock to discuss, since every classic game from this era has it overs its peers, but the music in Super Metroid is just so good. It really sets the tone and just sounds fantastic. The game's sound, on the other hand, is a little odd. Everything in the game makes me think of birds, which doesn't quite click. Birds and the weird clicks the squirrels in my yard make when birds hit them in the head. The weapon sounds aren't great either, you'd think missiles and power bombs would have a bit more audio punch. The power bomb sounds kinda like you're flushing a toilet.

The speed booster especially is sort of hilarious. A quick look at the level maps will lead to an almost instant conclusion that almost nowhere in the game allows you to get the running start you need. The thing I find funny is, well, they could have easily put "fast travel" in the game using a mechanic almost never works. And they didn't.

Another, albeit even more minor complaint, is that while the "original" zones are really awesome and even quietly feel like the original game's splitting of them in half, the two new zones are kinda weird. The Wrecked Ship, a totally weird 60s sci-fi zone, feels completely out of place both thematically and just like ... In all ways? It actually feels sort of like a Sonic the Hedgehog zone. Like, Wing Fortress or whatever from the second game? Maridia, the "underwater" zone, lacks the punch of the two major zones and ends up just feeling kinda naptime. It's especially weird to me since the "sand" reminds me of playing Sonic, but the physics are just awful and really frustrating to fight with. Then you get the space jump and you don't really have to touch the ground.
The game is also a bit frustrating in terms of whether or not you can access certain things past item gates. Not everything is immediately obvious in terms of mechanics, and while it does add to the exploratory tone of the game, it can be a little annoying to think you can get something in Brinstar, trek your way back, only to discover the combination of items you've gained isn't quite a solution to what you're looking for. The secrets in general do suffer a little for an effect I haven't quite coined a term for, but this weird realization you're getting more missile pods or powerbomb slots just to have them. None of them really have much of an impact on the game, and I feel like Super Metroid is a little weaker than the original in this regard. The addition of all the weapon power ups make the basic missiles feel rather pointless.
I think this problem was talked about in egoraptor's thing on Super Castlevania, where simply expanding out mechanics and itemization leaves earlier elements in the dust. Super Metroid is nowhere near Super Castlevania in this regard, but it's still something of a weird issue that weakens the collecting. I understand that avatar strength has an impact on how players interact with the game and that feeling is sort of the crux a lot of later game design is built on, but it's a little jarring if you've played and remember the first Metroid.

What I mean is, the game's progression goes from Crateria, down to old Brinstar (referencing the first game and old Tourian) then you go back up to Crateria, then to new Brinstar (which in a surprise twist has plants because whoa! the super nintendo can display things that look like plants), then you get to the first half of Norfair, back to Brinstar to go to the boss hideout, then back ... You get the idea. It works really well, but when you keep building extensions onto the zone without really building a central hub, you end up with a lot of kinda boring backtracking. I'd rather not have fast travel, since it makes the game small and inverts the dimensions as less "that is a place you go" into "that is a place far from the fast travel, I don't wanna". There is also, mind you, this weird thing in a couple of the routes where they have one-sided doors that lower each time you visit the screen. I'm not really certain what the deal is with this is, it mostly just makes you waste time. I was also very anxious about replaying the game over the wall jump, but I don't think you ever need the wall jump in the entire game... Which is odd?

So, obviously, if you've never played Super Metroid I recommend it. Seek it out. It's still good.
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