This Sunday I turn over the Gameday Sunday post to a guest blogger, Frank Warden, who wrote and submitted an absolutely incredible retrospective on the Metroid franchise. Since it's such a lengthy piece, it'll be broken up in the span of a few weeks, so be sure to keep your eyes peeled every Sunday for the next several weeks! - Azure
Second
only to the rabid fanbase the Alien franchise has spawned is
the many works that it has inspired. Sequels, spin-offs and
merchandise notwithstanding, the Alien series dished up a host
of blatant clones; Galaxy of Terror (1981), Forbidden World
(1982), and Creature (1985) are just a handful of films that
lift concepts—if not entire scenes—from Ridley Scott’s 1979
masterpiece.
While a
fair share of horror and sci-fi films were prepared to freely
“borrow” from Alien and its followers, cinema was far from
the only medium to do so. By the mid 1980s the once-struggling video
game industry was being revitalized thanks to the release of the
Nintendo Entertainment System. With the immense success of Super
Mario Bros. and The Legend of Zelda, more unique titles
were highly sought after, particularly ones that offered something
new to gamers. In 1986 Nintendo’s Research and Development team
along with Intelligent Systems created a game that would forever etch
its undeniable mark on the industry.
Metroid
tells the story of Samus Aran, a bounty hunter tasked with tracking
down and destroying deadly life-draining organisms known as a
Metroids. Samus’ job is further complicated due to space pirates,
who have taken the Metroids to the planet Zebes in hopes to use them
as biological weapons. Infiltrating their base of operations, only
Samus can save the day and restore peace to the galaxy.
Metroid
was a milestone in its day, employing a variety of innovations never
seen before in any video game. Many previous titles favored a linear
method of gameplay, shoving the player from point A to B; Metroid
eschewed these past mechanics, and promoted exploration of the space
pirate base. Gamers were able to move at their own leisure and
thoroughly examine their surroundings. The setting was atmospheric
and mysterious, yet strangely unsettling. The ambiance was brimming
with tension, aided by an ominous musical score that meshed with
mechanized sound effects. In an era when gamers were used to hearing
the upbeat melodies of Mario’s jubilant efforts to rescue a
princess, others were finding themselves listening to disquieting
harmonies deep within a claustrophobic space pirate hive. Even
Metroid’s main theme, composed by Hirokazu Tanaka, is only
heard a couple of times in the game.
At first
glance Metroid may appear as a side-scrolling shooter with a
basic objective to just blast all the villains on screen, but its
underlying charm is that it’s also a sprawling nonlinear adventure
game. Exploration is a vital component, and the player often finds
themselves backtracking and retracing their steps countless times to
scour every nook and cranny of the pirate base. Searching would
entail discovering rewards in the form of weapon and health upgrades.
Some of these were necessary finds in order to beat the game. Metroid
even used a ‘save’ system, an element foreign to many games of
the 1980s—though not a true method of saving the game in the modern
sense. Before quitting a play session, Metroid offered the
gamer a lengthy code to write down. This code needed to be re-entered
on a ‘password screen’ when they restarted the game later on to
continue where they left off. Another feature, practically unheard of
at the time, was that Metroid had not one—but five—different
endings. Which one the player would see depended on their
play-through time.
In spite of
all the originality that Metroid brought to the table, it was
nothing compared to one final discovery awaiting the player: Samus
Aran, the main character who had been clad in an armored bodysuit for
the entirety of the mission, was really a woman. While most thought
Samus was a hardened, badass male – our space pirate hunting bounty
hunter was, in fact, a strong, resourceful, and extraordinarily
skilled female. It was an unbelievable twist that earned Metroid
critical acclaim and enthusiastic fans worldwide. Samus proved to
be the first female protagonist in video game history and she would
return for more galaxy-spanning adventures.
Metroid
was released in Japan on August 6th, 1986 and would make
it over to the United States in 1987 and, finally, hit Europe a year
later. Originally designed to be played on floppy disk via Japan’s
Family Computer Disk System console (also known as the Famicom Disk
System), Metroid’s true success would be found on the
Nintendo Entertainment System. Developed and created by Yoshio
Sakamoto, Makoto Kano and Gunpei Yokoi, the basis of Metroid
was culled from multiple sources – the platforming gameplay of
Super Mario Bros., the exploring of The Legend of Zelda
and, most strikingly, the story and style of 1979’s blockbuster
film, Alien.
Hideous
extraterrestrial threats aside, the similarities to Ridley Scott’s
sci-fi chiller are quite evident. Both employ a strong female lead,
even the character design of Samus, sans armor, bears a strong
resemblance to Ellen Ripley at the end of Alien. The The
saurian space pirate Ridley is obviously lifted from Ridley Scott’s
own name. One of the enemies Samus confronts later in the game is
Mother Brain, the bio-mechanical creature overseeing the pirate’s
base. This is a clear nod to Mother, the Nostromo’s onboard
computer in Alien.
Most
strikingly, the space pirate’s fortress has strong shades of H.R.
Giger’s techno-organic art style. In issue 65 of Retro Gamer
magazine, Metroid co-creator Sakamoto said, “I think the
film Alien had a huge influence on the production of the first
Metroid game. All of the team members were affected by H.R.
Giger’s design work, and I think they were aware that such designs
would be a good match for the Metroid world we had already put
in place.”
Check back next Sunday for Part II...
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