Wednesday, March 30, 2011

#28: Super Metroid

The funny thing about describing Super Metroid and its franchise is talking about its genre.  This is what people originally had to say about this game.  "Its a 2d action-platformer with a map that will be revealed further as you get items to expand your capabilities."  Now, when games like Castlevania: Symphony of the Night and Shadow Complex come out, we say, "It's just like Super Metroid... but..."  It is the game that defines its genre.

Super Metroid seems to be have the perfect level of difficulty.  You'll die a couple times each boss fight, but you'll notice that you're progressively getting better and remembering the pattern of each boss.  You'll lose, but victory never seems too far away.

Your powers and the world of Super Metroid open up fluidly and gradually as you go through the game.  There's no one item that makes you feel as if it's made you all-powerful.  However, at the end of the game, you'll realize just how much all of those little advances have surged your abilities.  By the end, you're a freaking beast.

As I mentioned for Mega Man X and Mario 3, I love it when new gameplay is taught to you without needing to be explained to you.  How do you learn how to wall jump in Super Metroid?  Follow the animals that are wall jumping in a cave for fun.  You would have never known how to do it otherwise, but it doesn't require a text box or a cut-scene to teach you.

I'm going to get asked, how come this and not Castlevania: Symphony of the Night.  While Castlevania: SOTN is a beautiful and deep game, I personally think that it revolves too much on grinding out drops and items, whereas Super Metroid is a fluid experience.

Castlevania is awesome until you want a specific item.  Super Metroid is excellent throughout.

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