The Return of Samus, But Hold the Uterus

  • Reading time:8 mins read

As with many recent posts, this isn’t going to go in deep; I’m retreading a Twitter rant/discussion, with a bit of framing information so that it makes sense as a block of prose.

So there’s this Metroid II remake project that just finished. I’ve seen progress before, and dismissed it on the basis that it seemed to miss the point of the original almost entirely. It looked like the idea behind the project was that Metroid II was the “bad” game in the series, or at least the one that didn’t match the others, and that for anyone to enjoy the game it ought to be brought up to the standard of Super Metroid or Zero Mission (a remake of the first Metroid, made to look and play more like Super Metroid).

This is… kind of an offensive way of thinking, no matter what subject we’re talking about; that the nail that sticks up has to be knocked down, that the strange voices have to conform, that everything needs to be of a sameness. That the game in question is actually one of my personal favorites, one of the most expressive and artistic games that Nintendo has ever published, makes the project all the more irritating.

What it looked like they were doing was stripping out all of the atmosphere, the tension, the thematic intensity that made the game worth playing in the first place, under the misapprehension that all of this was a flaw because it made the game strange and difficult to play. Every game should play like Super Metroid, especially another Metroid game — and the first game has already been “fixed” to match, so that just leaves the one everyone hates. Let’s try to change their minds by turning it into another bouncy chapter of the Samus Zappy Puzzle Room Adventure.

So — and here’s where the tweet storm starts, I relented and I played it. A little of it, anyway. It really is very well-made, as fundamentally misguided as it may be. That said, I tuned out when it started to insert random puzzles.

Because it absolutely has to have the fucking shinespark, I guess (a convoluted ability introduced in Super Metroid that fans have taken, er, a shine to), we now have a charge beam as the second pick-up — which totally changes the focus of the narrative. Originally, you got the bomb, and then the Spider-Ball, because this is of fundamental importance. It’s pretty much what the whole game is about.

Now, the Spider-Ball comes almost incidentally, in an afterthought chamber after the big reveal of the charge beam and lots of distracting puzzles that take away from the significance of the event.

The charge beam is just one of many features from later Metroid games retrospectively crammed into here for no reason other than that people liked them. The idea being that game design is a constant march of progress, and this game was dated — so let’s incorporate all of our modern concessions. Let’s let the player grab ledges! Does it fit what the game is out to accomplish? Don’t understand the question; why wouldn’t we put it in?

Now. I haven’t played too far yet, but on the basis of what I’ve played… for all of this laboring the game with later concepts that it doesn’t need, I bet they missed a thing. I can’t verify if it’s in there, but it seems unimaginable to me to revisit Metroid II now and not reference the X parasite.

The X parasite was introduced in the fourth Metroid Game, Metroid Fusion. That game revealed that the player did a very bad thing back in Metroid II, by wiping out all the Metroids. As it turned out, over the course of that game Samus totally unbalanced the ecosystem, allowing a much worse threat to take hold. As that game began, Samus even paid for the mistake with… not her life, exactly, but her being. To save her from the X parasite, she had to be infused with Metroid DNA. Her old armor had to be physically cut away. Basically, she would never be the same again.

So if I were remaking Metroid II, you can bet I’d keep this development in mind. You couldn’t make a big deal about it, but for people who knew what they were looking at, some foreshadowing would be obvious. Considering that these guys are basically upgrading Metroid II to play like Fusion (by way of Zero Mission), you’d think they’d pay attention to the game’s greater narrative significance. And yet, something tells me the thematic development is going to be pretty low here. In messing with the flow leading up to the Spider-Ball, they’ve already diluted the first major beat.

The whole game is supposed to be womblike. The Spider-Ball and final Metroid egg (which the player first rolls past in ball form, emphasizing a similarity between Samus and the egg — and then which hatches in the game’s final moments, leaving one last Metroid alive and imprinted on Samus as its mother) just being obvious facets of that. This being the game where Samus finds her compassion and becomes a “mother” is not a coincidence. The womblike way you hold the game, the claustrophobic display, the dark, the atmospheric soundtrack.

I mean, the whole story is about the Metroid queen and her babies, about hatching. You spend most of the game in ball form. You can keep picking away; the metaphor extends as far as you want it to.

Here, they’ve basically stripped the progesterone out of the game and turned it into a dur-dur zappy puzzle adventure. So, no, I don’t think that thematic resonance is high on the list of concerns. But if you were to go the sensitive route, and do a remake that emphasized and further explored the game’s original themes, then having that retrospective concern about genocide and ecological destruction and unforeseen consequences would make the discussion even deeper. It’s not the immediate point of the adventure, and it can’t be, but seeding in the occasional overt hint would be nice.

Imagine a version of Metroid with the building suggestion that You Are Fucking This Up, that you shouldn’t be doing this, that this is wrong. That would be welcome. Shadow of the Colossus was 12 years ago now. You know what came out 13 years before Shadow of the Colossus? Metroid II. You know how long ago Zero Mission came out? Also twelve years ago. Some fucking selective education in this system here.

Game design isn’t an objective thing, and there is no such thing as progress except in our growing understanding of how design mechanics can be used to express ideas. Game design means nothing in and of itself, and its application as an intellectual exercise or a means to entertainment only makes the most facile use of the potential for material betterment available to us through forty years of study and (often ineffectual) experimentation.

Ultimately, though, this remake is just one take on an existing story. It won’t supplant the original. The mentality guiding the remake is troublesome, but it is on its way out. Other perspectives are available, and many enlightened ones have made themselves heard over the last decade or so.

Though there’s no real need to revisit Metroid II, I can see an advantage to calling back to its affect — on what the game actually does, artistically; what it serves to communicate. We have the tools now to convey this all more clearly. Any such emphasis would help to underline the greatness in the original work, to make it easier to appreciate. In the process, there’s also a bunch to learn for future work.

So, here’s an idea. What about a game jam? How about a bunch of voices get together to trade alternative readings of Metroid II. Give their own concerted personal interpretations, emphasizing their own themes. Draw on the contrast between experiences.

That’s probably the way forward. Despite what this remake would serve to insist, there’s no one truth to be had. There are no Platonic forms. Our experiences are what make us what we are, and in the end that’s all that we have to say for our lives. So, we might as well respect our individual experiences for what we are. That’s the only way we’ll ever grow, ever achieve something great as a people — by acknowledging the limits of our own two eyes in our own skulls. If we want to expand our views, we need to pool our resources. Every perspective we accept makes us richer, makes us better, makes us wiser, makes us more kind.

All of which videogames could use.

Rocket Jockey

  • Reading time:1 mins read

In his remake of of Rocket Jockey, The Moonkeeper author Ben Pettengill has delivered something of a gem. Both engrossing in its own right and faithful to what little there is to Active Enterprises’ original, Rocket Jockey is one of the highlights of the Action 52 Owns game jam.

The game begins as you find all your cows beamed into space by interstellar cattle rustlers. So you run out back of your barn, hop on the back of your solid-fuel rocket, and blast off in pursuit. Aside from the arrow keys, the game uses a single button. Rather than shoot, you sling out a lasso. If you rope a steer, you get to sustain another hit and your lasso begins to glow and grow in length. Snag a gunman, and you may pull him off his own rocket. You can also grab barrels, and toss them forward.

( Continue reading at DIYGamer )

Time Warp Tickers gets you flicking and kicking

  • Reading time:1 mins read

The Brazilian artist Melly has released a provisionally complete version of his Action 52 Owns game jam entry, Time Warp Tickers.

As with many of its game jam brethren, Melly’s game takes the basic premise of its namesake, and a few visual and audio themes, and fleshes them out with modern mechanics and design sensibilities. In this case you play as a tiny cat in a finger mech, strolling through a surreal chessboard landscape, flicking enemies into each other and into background objects with your mech’s “legs”. Charge the flicks for a stronger result. The game also includes some time warp elements: hold both buttons to slow things down and give yourself room to maneuver.

Time Warp Tickers is both visually and aurally gorgeous, filled with rather neat mechanisms and design ideas, and is a rather clever example of deconstruction. It manages both to pay tribute to the themes of the game that inspired it and to use those themes as a starting place to do its own thing entirely.

( Continue reading at DIYGamer )

Spelunking into the Past

  • Reading time:2 mins read

by [redacted]

The last few days I’ve been fussing over Derek Yu’s Spelunky. I know that it’s been around for a while; it’s just one of those things I never got around to. I downloaded it, and then got distracted. Time moved on, and there was always something else to pay attention to. As often happens, I’m rather disappointed that I didn’t jump in sooner — and also glad it’s new to me now, with all the endorphin rush you get from that kind of new relationship.

I’m sure the game has been discussed to death, so I don’t intend to labor the point. For context, the game is a Roguelike platformer released for PC about a year and a half ago. By Roguelike, I mean it randomly generates its levels and fills them with both traps and treasure. Until you know the game inside out and can make an effort to beat it, the point of playing is to see how deep you can go, and how much you can achieve, before dying. The random level layout means the game is infinitely replayable. The easy death means that you’ll be restarting often.

The game is basically an attempt to rehabilitate, or reenvision, Tim Martin’s Spelunker, an early PC game mostly known for its NES port. Although on the face of it the game seems really neat — a tale of exploration and adventure and treasure hunting in the deep places of the Earth — Spelunker is nearly impossible to play, in that the controls are a bit awkward and nearly everything that you can do will kill you. Even falling from slightly over the height of your character spells death. It’s ridiculous, and has gained the game a sort of cult reputation for its perceived sadism.

You can see the thought processes; Roguelikes are difficult and arbitrary, yet within an addictive framework. Spelunker is difficult and arbitrary, and no fun at all. Why not combine the discipline of the one and the premise of the other, and create the game that Spelunker might have been? Good thinking, too, as Spelunky is rather marvelous and instantly claimed a place amongst the most respected of indie games.

( Continue reading at DIYGamer )

Jason Boyer cuts loose with Fuzz Power

  • Reading time:1 mins read

“The barbers have finally found Fuzzy, but this time, he’s fighting back!”

The original Fuzz Power seemed like it wanted to be a low-rent answer to Hudson’s Adventure Island or Wonder Boy. Inspired by the Action 52 Owns game jam, Jables’s Adventure designer Jason Boyer reinvented the game into a short yet transcendent tale of a wild man’s battle against a deranged cult of barbers.

I’m going to again stress how short the game is: it’s only three brief levels and a boss. Yet the mechanics are deep enough, and the world that Boyer has painted is rich enough, to sustain a much broader design. Consider the game as it stands only a taste.

( Continue reading at DIYGamer )

Curt Kling’s Mash Man stomps on your heartstrings

  • Reading time:1 mins read

Now here’s an interesting one. Bravehorse designer Curt Kling’s entry into the Action 52 Owns game jam is a contemplative remake of the under-achieving side-scroller Mash Man. As Kling commented: “We tried to take the mood of the original game and expand on it, since it doesn’t really have any kind of unique gameplay elements to use.”

That’s an understatement. In the original game you pretty much walk to the right and jump on enemies with your enormous feet — provided you can get around the collision problems. And eventually you’ll get hit and you’ll die. As a game, it’s a bit depressing and futile. Which is what Kling seemed to read into it as well.

( Continue reading at DIYGamer )

Sink your teeth into Guilherme Martins’ Bubblegirl Rozy

  • Reading time:1 mins read

Continuing with the occasionally lovely Action 52 Owns game jam entries, Guilherme Martins has contributed a lush, completely reenvisioned take on game #23, Bubblegum Rosy, adopting little but the theme — an action platformer about a girl who blows bubbles — and a few visual touches, and extrapolating that into a sturdy, whimsical game of his own creation.

You play as a little girl with a double jump and fluttery hair that slows her descent. To defend yourself, you blow bubbles; different flavors of gum give you different bubble patterns. Your goal is to climb into a large bubble at the end of the level, and drift off to the next screen. For some reason you rescue young men along the way, who then appear on the title screen once you’ve collected them.

( Continue reading at DIYGamer )

Get your hooks into Arthur Lee’s Streemerz

  • Reading time:1 mins read

Streemerz: Super Strength Emergency Squad-Zeta is Enough Plumbers co-designer Arthur Lee’s own submission to his Action 52 Owns game jam, a project to remake each of the games in the infamous Action 52 multicart to modern creative standards.

Much as Miles Drummond took inspiration from an obscure Game Boy game as a starting place to flesh out his entry, Arthur Lee has processed the awkward original through a Capcom filter to create something both modern and familiar.

( Continue reading at DIYGamer )

The Remake of Samus

  • Reading time:4 mins read

Someone put a lot of effort into addressing the common complaint that the entire Metroid series isn’t exactly like Super Metroid, with different maps.

You know what a Metroid II remake would really need? Complex lighting. And lack thereof.

Lack of ambient lighting, a lot of the time. You’d get some from lava, from certain bioluminescent materials, and whatnot. Maybe some areas would be brightly lit. Mostly, though, and at times exclusively, you’d be relying on a certain tapering bubble of light around Samus. Outside of that you’d get a vague hint of shapes and motion. This would also give the game a somewhat monochrome appearance.

Maybe the more injured Samus is, the smaller the window or the dimmer the light, or the more flickery.

Heck, maybe phaser shots would set things on fire, creating light and attracting/distracting certain monsters.

Maybe, instead of a map, a way of marking the terrain. So you’d know if you’d been somewhere. Like, if the spider ball were to leave a faint residue behind…

Shepard: You could even have upgrades that enhance how much light Samus gives off, as an extra bonus.
Like maybe your gun shots are a little more sparkly now.

Me: I can see an argument for adding the charge shot.
Just hold the charge to light the room, pretty much.

Shepard: Try to tune it so that Samus’s ambient light increases as the environmental light decreases.
So at the beginning you’ve got all these fungi and lava pits and glowbugs.
And by the end it’s just… a dead pit.
Maybe the occasional nigh-dead Chozo lamp.

Me: I like how a lot of the natural lighting will be a deep, threatening red.
From all the lava.

Shepard: Mmm.

Me: A lot of the game, where there’s color, it will seem tinted.
Oh heck. And light would generally just show the surface of things. So outside a certain number of pixels (one “block” or so), walls would be flat black.

Shepard: Yeah.

Me: A narrow, well-lit corridor would still leave half the screen dark.
Creating a sort of letterboxed, managed feeling to the space.

Shepard: I wonder how that would look if you had the rare, fully-lit-even-penetrating-the-tiles room, for Chozo Artifact rooms.
I get the feeling players would want to just chill out in those rooms.

Me: That would seem comparably tranquil, wouldn’t it. especially if the light were to have a sort of ethereal, light blue cast to it.

Me: I want to play this now.
Heck, this sounds closer to what Metroid should be doing in general.

Shepard: It is warm inside the power suit.
Everywhere else is cold.

Me: The third game set too much of a template for laying everything out in front of you like a videogame. Here’s this kind of tile, which needs this kind of key to break. You need this to get through here. Everything laid out clearly; you just have to go through the motions. All very rational. Of course, it’s a lot less obnoxious about this than other games that followed (and preceded it). Still, Metroid shouldn’t be an action puzzle game. It’s supposed to be mysterious, oppressive, anxious, and a little wonderful.
The first two games have this.
Fusion does, a little, in its completely different way.
Prime does, pretty much. The first one.

Shepard: It turned “do it because I said so” into the actual story.

To add to earlier ideas: surfaces glisten. So (depending on the potency of a light source and the reflectivity of a material) to things just outside the range of full lighting, you’d still get some faint one-pixel-wide reflection off any surface parallel to the light source, partially outlining an otherwise black mass. Which would be incredible if there were several living things around the edges of the screen.

Combine this with the business about spider balls leaving residue, and there’s a lot of complex stuff going on with edges.

Maybe an infrared visor upgrade, that you can toggle. Danger of flaring sometimes, especially when you’re shooting. When exploring and travelling, generally speeds things up.