Metroid Fusion & the Winds of Change
Metroid Fusion is different.
And that’s okay.
Not every game in a series has to be the same. They don’t have to
all follow the same formula, theme, or… anything, really. What the
designers creating the game come up with is the most important thing.
The opposite is true, as well: Not every game in a series has to be
unique. So often we hear people bashing Assassin’s Creed or Call of
Duty for just being the same game every year, but at the end of the
day, there has to be a reason
for that, right? These games sell because what they do works,
and that’s what’s most important.
So
what does this all have to do with Metroid Fusion? Well, like I said,
Metroid Fusion is different,
and that’s okay. The Geek
Critique made an excellent point in his video on Metroid Fusion in
that if Nintendo
wanted to make Super Metroid 2, they would have. That
one point alone massively contributed to changing my perspective on
this game. Two years ago, I
went on a bit of a tirade on Metroid Fusion for being too different.
Whether it was the linearity,
the dialogue, you name it. As a few comments pointed out,
my main criticism of Metroid Fusion was that it’s
not Super Metroid. But
what I didn’t realize back then, is that this whole idea of Fusion
being a departure from the rest of the series is the main theme of
the entire game. Looking
at Metroid Fusion as a whole, it’s clear to see how much it
diverges
from
its predecessors. Its gameplay, story, atmosphere, among other
things, feel so
wildly unfamiliar. This
is
intentional; the
game purposely takes this direction, and as a result, every single
aspect of Metroid Fusion follows this same path. It’s the black
sheep of Metroid on so many levels.
For
starters, let’s talk about Samus herself. After
being infected by an X-Parasite, her death is almost guaranteed,
until she’s injected with a Metroid vaccine that saves her life,
further
increasing the significance of the baby Metroid in the series’
lore.
The
irony of the fact that Samus,
after spending 3 games hunting these creatures down only to
essentially become one herself,
is hugely
apparent here.
This,
along with her altered appearance, changes
Samus forever.
“For
me, one life ended, reborn as something different.” Fans
of the series up until this game’s release might have resonated
quite a bit with this line. Imagine,
after waiting so many years in between Super Metroid and this game’s
release, that this is what you’re met with: An altered, new Samus,
who suddenly has a voice, a purpose, emotions. Aside
from the brief intro sequence in Super Metroid, you
never really got to hear what Samus had to say. Her
dialogue in the beginning of that game was more of a recap of past
events than anything; but here, in Fusion, Samus…
has feelings.
No
longer is she this heartless, emotionless killing machine. Before
starting her mission, she remarks that the explosion on the space
station “awoke a nameless fear in [her] heart."
She’s
a human, and just like humans, just like this series, she has
changed.
Samus’s
characterization isn’t the only thing that’s changed in Metroid
Fusion. The
entire mood of the game is drastically different as well. In
earlier games, Samus started her mission with a heroic purpose:
eliminating the Space Pirates and Mother Brain; eradicating
the Metroids; trying
to find Ridley and the baby Metroid. At
least in the first two games, Samus’s heroism is apparent as soon
as you start the game: a triumphant fanfare plays as Samus appears on
screen. The
background music shares this heroic attribute as well; its melodic,
upbeat sound creates an aura of confidence, both in-game and in the
player. Samus
appears to be powerful, or at least appears to have the potential to
become powerful.
Metroid
Fusion does the
opposite
of these things. Samus
starts off defeated, vulnerable, and weaker than ever. Her
newly-acquired Metroid DNA makes her incredibly weak to the cold.
Since
most of her Power Suit is gone, she’s left with
a suit that can barely protect her,
Her
computerized commanding officer Adam
even remarks that Samus is only at 10% battle capacity at
the beginning of the game,
coldly
and bluntly knocking Samus down a peg even more. From
the moment you take control of Samus, you
immediately feel alone, despite the fact you just finished talking to
Adam. The
sound design in this game has to be praised here:
there’s
no background music accompanying you as you take your first steps
into the desolate space station that lies before you, just lifeless,
robotic bleeps and bloops that echo in the distance. After
uplinking with Adam in a Navigation Room shortly after you begin the
game, you set forth into a dark corridor,
and
baleful,
foreboding music sets the tone as you crawl deeper into the station.
This
is among the best ways I’ve ever seen a game establish its mood.
This
game is terrifying,
and it makes that clear before you can even get used to the controls.
Often
times, games that are horror based,
such as Amnesia or
Outlast, do fine jobs of creating that scary
atmosphere in-game, but it never really seems to translate well to
the player themselves. Metroid
Fusion fixes this problem. Not
only is Samus weak, but she’s also being followed. The
SA-X
is what remains of Samus’s old Power Suit, brought to life by the
X-Parasites. It
possesses all
of Samus’s most powerful abilities. And
it stalks you throughout the entire
game.
It’s
so powerful that Adam tells Samus to simply run from it if she were
to encounter it, and
if you’re foolish enough to try to fight it, it disposes of you in
the blink of an eye.
The
SA-X reminds
the player of their place in the game. It
has very real implications on the player: if you try to fight it, you
will die. If
that wasn’t enough to scare the player out of trying to face it
head-on, the
game practically forces the player to hide from it whenever it’s in
the same room as Samus. The
first time this happens, you get a real sense of just how dangerous
this thing is, and
how easily it’s able to put the player in their place. This
encounter occurs directly after coming off a boss fight which,
generally after defeating a boss, the player feels pretty confident,
maybe even accomplished; but
this feeling doesn’t last long.
You
drop down into a dimly lit room when
the music stops and is replaced with this sinister, ominous
soundscape, and then… Heavy
footsteps linger in the distance; the
background music mimics a heavily beating heart;
and the SA-X walks forth, hand on its arm cannon, shoots the door
open, and leaves. If
this wasn’t terrifying enough, later in the game, you can hear the
SA-X patrolling the area, but you can’t see it; the only way to
progress is to take a blind leap of faith downward. Irony
is once again a major component of this part of the game: the very
embodiment of how powerful
Samus
used to be is
hunting her down at all times. That
is horror done right.
This
isn’t even the only example of horror in Metroid Fusion. Take a
look at some of the bosses: Yakuza is a huge, flying spider that,
after taking enough damage, loses its limbs and rapidly spins its
head as it flies in zig-zags across the room. Similarly,
after
taking enough damage,
the aptly-named Nightmare’s
mask falls off to reveal its
hideous, grotesque face.
If
the SA-X wasn’t enough to scare you, the bosses will assuredly do
so.
The
most obvious departure from series tradition Metroid Fusion makes is
in its gameplay. Many
people, myself included over two years ago, criticize
the game for being too linear, when the games that came before it
were barely linear at all. This
goes back to what I said earlier about The Geek Critique’s point
that if Nintendo wanted
to
make Super Metroid 2, they would have. What
we got was very obviously not that. And
while so many people try to make this out to be a bad thing, I can’t
help but disagree now. Yes, Metroid Fusion is linear. Yes, it’s
more story-driven. But can anyone honestly give me a real reason as
to why that’s a bad thing other than “it’s not what Metroid
used
to
be
like?”
Things
change all the time, and not just in video games, but in all forms of
media. Remember
when Radiohead was a punk rock band? Remember when people actually
read physical books instead of e-books?
Change
is inevitable; it affects
everything and everyone. But
because people are so adamant that things stay the same, they’ll
just as quickly reject something that’s different as they will
accept something that they’re used to. And
I’m not saying this as if I’ve never resisted change before; of
course
I
have, it’s human nature
to do so. But
I find it so unfortunate that games like this are often
overlooked because they’re considered “black sheep.” I’m also
not trying to talk like this game is underrated and everyone hates
it; lots of people love it, and that’s great! But
I think in a lot of areas, it’s
misunderstood.
For
one, let’s start with the game’s linear nature. The
core of the gameplay is mission-based: talk to Adam, receive your
mission, accomplish said mission, and report back to Adam. At its
core, that is what this game is. I
made a pretty silly point in my original video on this game saying
that I thought this system was bad and that it didn’t work. It
only dawned on me when I was almost done writing its script that I
realized a huge reason this system probably even exists is because
this game is on
a
handheld console.
I
treated this
point as an afterthought instead of doing my due diligence and fixing
my script to reflect that. Even
in segments where it feels like you’re simply traveling from point
A to point B, the journey never feels that way. You’re
never given a direct path to where you’re supposed to go. There’s
even several parts of the game where you have to leave the given map
in order to progress.
Metroid
Fusion, despite its linearity, never gives the player a straight
shot. It never feels like the game is insulting your intelligence. By
that same token, the game also never quite lets you outsmart it.
Super
Metroid is the prime example of a game that the developers
intentionally let the player “break,” or
at least gave them the tools to do so.
Metroid
Fusion does not offer that kind of opportunity. Some
might say that’s a good thing, others might say it’s bad, but I
have no opinion on this. Not every game has to be as “breakable”
as Super Metroid. A
game being linear has never inherently been a bad thing, and it never
will be. And
even then, Metroid Fusion isn’t always as linear as it appears to
be.
For
a lot of this game, Samus carries out her orders the way Adam wants
her to. But
as the story
progresses,
she slowly begins to diverge from that path. She
regains powerups like the Plasma Beam and Diffusion Missiles without
authorization; she discovers the secret Metroid breeding lab and
subsequently causes it to be jettisoned from the station. Samus
begins to defy her orders, and it reflects in the gameplay. It
feels liberating being able to go off the beaten path that Adam lays
out for you, even if it is the intended route you’re supposed to
take.
The
linear nature of this game also helps support the more
action-oriented gameplay it revolves around. Enemies
do a ton
of
damage to Samus, and a lot of the gameplay involves strategically
positioning yourself in order to attack enemies in the safest way
possible. Even when you have a lot of energy tanks, you’re never
truly safe from just how dangerous the enemies can be. You’ll
be needing those energy tanks for the huge amount of bosses in the
game. In
my original video on this game, I complained about the fact that many
of the bosses appeared to act randomly. And while I still think
that’s mostly true, their randomness can be worked around. For
example, Serris, a boss I originally
complained about, gives you plenty of time to react to its forms of
movement. The
only boss I can really say is a little unfair is Ridley. His
movement is completely sporadic, and
can be difficult to fight against, especially considering there isn’t
much room to move around. The
strikingly large amount of bosses in Metroid Fusion gives
the game a unique take on Metroid that other games in the series
don’t have. It’s
able to provide an experience that takes a unique spin on the Metroid
formula. All
throughout the exploration segments of the game, you’re constantly
prepping for the next boss, and the game can instill a bit of anxiety
into the player. Metroid
Fusion is a very difficult game, thanks in large part to its focus on
action, and tough-as-nails bosses that challenge players to utilize
every skill they’ve acquired during the course of the game.
The
other major reason why this mission-based system exists is because
Metroid Fusion is a story-driven experience. A
comment on my original video on this game made
a
great point (despite
how aggressive it was) about the fact that unlike other Metroid games where
the mood generally stays the same throughout,
Metroid Fusion has a dynamic mood, one that’s constantly changing.
I
think that’s really neat. This
is reflected in the world itself in
that many
sectors in the space station evolve as the story progresses. When
leaving Sector 2 for the first time, you’ll find several cocoons
littered about, which hatch into more powerful enemies later on. On
your first run through Sector 5, you’ll see a huge shadowy figure
flying around in the background. You might not think much of it,
until it’s revealed that it’s actually Nightmare, and that it’s
broken out. Revisiting Sector 5 will reveal that it’s been totally
destroyed by the Nightmare. A
more subtle change is that after defeating Ridley, you’ll see what
appears to be Metroids’ shedded skin in a few rooms in Sector 1,
which
are implied to have belonged to the Omega Metroid you fight at the
end of the game.
Probably
the coolest minor detail is that after getting the Varia Suit, the
ice X-Parasites that once loved to attack Samus now run away from
her, knowing that she’ll no longer be harmed if she absorbs them.
Metroid Fusion is filled with these great little details that make it
feel that much more alive. Its
world is ever-changing and dynamic, and that’s a huge aspect that
sets it apart from all other Metroid games.
But
despite all this, despite the fact that Metroid Fusion so adamantly
goes out of its way to be different, it’s still at the end of the
day undeniably
a Metroid game first and foremost. It
still has that unmistakable
Metroid soul, the soul that’s apparent in the games
preceding it and all the games following it.
You
still collect powerups to become stronger; you’re
still alone on
a vast, detailed alien world; you
still get to be a kickass bounty hunter that accomplishes
unbelievable feats. These
are the things that make Metroid an incredible series. These
games immerse you in a fantastical world and allow you to take the
role as one of the most iconic and influential characters in gaming.
And
while yes, for the thousandth time, Metroid Fusion is indeed
different,
it paved the way for the rest of the series to follow suit. Metroid
Prime was hated
at
first, but
it turned out to be one of the most critically acclaimed games of all
time, and
went
on to produce two more sequels. These
games took Metroid in another new, uncharted direction that never
would have been explored were it not for the desire to change.
It’s
that desire to change that is responsible for making Metroid what it
is today - and
it all started with a black sheep.
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