0:00:04.680,0:00:11.280 Earlier this month, Nintendo and MercurySteam released Metroid: Samus Returns, on Nintendo 3DS. 0:00:11.280,0:00:15.500 The game is a complete remake of the Game[br]Boy game Metroid 2. 0:00:15.500,0:00:21.500 Coincidentally, Samus Returns comes almost[br]exactly one year after the release of AM2R, 0:00:21.510,0:00:26.430 or Another Metroid 2 Remake. That one was[br]made by fans, and was the target of a legal 0:00:26.430,0:00:28.949 takedown request by Nintendo. 0:00:28.949,0:00:33.570 Now it’s not surprising that Metroid 2 has[br]seen multiple remakes. This game is an important 0:00:33.570,0:00:37.620 part of the Metroid story, after all, because[br]the plot - which sees Samus on a mission to 0:00:37.620,0:00:43.050 wipe out the entire Metroid species - reverberates[br]into Super Metroid, Metroid Fusion, and even 0:00:43.050,0:00:44.500 Metroid Other M. 0:00:44.500,0:00:49.700 But it’s also a, let’s say, challenging[br]game to play in 2017. 0:00:49.700,0:00:54.210 For one, it’s different to pretty much every[br]other Metroid game. Instead of zigzagging 0:00:54.210,0:00:59.141 back and forth across an interconnected, maze-like[br]map, the game opens up, more linearly, in 0:00:59.141,0:01:04.390 great big chunks. In each area, you find and[br]kill a certain number of Metroids before the 0:01:04.390,0:01:09.250 lava retracts and you go to the next area[br]- with no real reason to ever return. 0:01:09.250,0:01:13.250 This is probably due to the handheld nature[br]of the game. There’s no real need to make 0:01:13.250,0:01:17.880 your own map, as with Metroid 1, and you can[br]explore a single area of the game in one sitting 0:01:17.880,0:01:22.200 and then safely turn the Game Boy off, without[br]being hopelessly lost the next time you boot 0:01:22.200,0:01:23.290 up the game. 0:01:23.290,0:01:27.910 But Metroid 2 generally feels subservient[br]to the technical limitations of the Game Boy. 0:01:27.910,0:01:32.580 The tiny screen reduces your visibility, the[br]black and white palette is drab and confusing, 0:01:32.580,0:01:36.530 and the game’s got limited controls - though,[br]Samus does have more moves than she did in 0:01:36.530,0:01:37.530 Metroid 1. 0:01:37.530,0:01:40.750 So there’s plenty of stuff here for these[br]remakes to tackle. And it’s interesting 0:01:40.750,0:01:46.280 to see the different, and sometimes similar[br]ways that Samus Returns and AM2R chose to 0:01:46.280,0:01:50.049 address Metroid 2’s shortcomings. 0:01:50.049,0:01:55.260 Look at Samus’s movement. Both games dramatically[br]improve her agility, they both give her the 0:01:55.260,0:01:59.610 ledge grab move introduced in Metroid Fusion,[br]and they both have a dedicated button for 0:01:59.610,0:02:05.149 rolling up into a morph ball. But Samus Returns[br]drastically increases Samus’s combat abilities, 0:02:05.149,0:02:10.049 and adds a melee counter and drops the diagonal[br]aiming from classic Metroid in favour of full 0:02:10.049,0:02:12.569 360 degree aiming. 0:02:12.569,0:02:17.040 The bosses are also an aspect that both games[br]sought to change. In Metroid 2 you’ll fight 0:02:17.040,0:02:22.329 the same simple bosses over and over again,[br]with the only change being the layout of the 0:02:22.329,0:02:26.769 place where you fight them. AM2R makes the[br]bosses a bit more interesting to fight with 0:02:26.769,0:02:32.299 new patterns, smaller weakpoints, and by giving[br]the Metroids additional attacks in later fights. 0:02:32.299,0:02:36.579 Samus Returns does the same, actually, but[br]the fights are even more elaborate and have 0:02:36.579,0:02:39.469 more traditional boss-like patterns to learn. 0:02:39.469,0:02:44.769 And if the repetition gets to you, both games[br]also have extra bosses - like a Torizo from 0:02:44.769,0:02:49.180 Super Metroid, a door guardian, and a bullet[br]hell weapons trainer in AM2R, and a very difficult 0:02:49.180,0:02:51.900 mining robot in Samus Returns. 0:02:51.900,0:02:56.499 Other new additions include new power-ups.[br]Samus had quite a formidable set of tools 0:02:56.499,0:03:01.599 in Metroid 2 but both games add the Charge[br]Shot, Super Bomb, Super Missile, and Gravity 0:03:01.599,0:03:06.129 Suit, and AM2R adds the speedboost, with all[br]the shinesparking goodness that comes with 0:03:06.129,0:03:09.260 it, while Samus Returns instead goes for the[br]grapple beam. 0:03:09.260,0:03:14.310 Oh, and that game also has four entirely new[br]Aeion powers, which come with their own energy 0:03:14.310,0:03:18.449 meter. These are powers that increase your[br]attack and defence, one that slows down time, 0:03:18.449,0:03:22.909 and another that reveals the map around your[br]current location. Which makes secrets and 0:03:22.909,0:03:25.109 hidden rooms pretty easy to find. 0:03:25.109,0:03:30.549 In general, Samus Returns is just less interested[br]in letting you get lost. The Metroid indicator 0:03:30.549,0:03:34.739 flashes red as you get closer to the bosses,[br]the map screen is very detailed, and these 0:03:34.739,0:03:38.479 teleporters let you zip around within individual[br]areas. 0:03:38.479,0:03:43.669 In terms of level design, both games capture[br]the map of Metroid 2 in the broad strokes. 0:03:43.669,0:03:48.600 One area from Metroid 2 will look largely[br]the same in both remakes. But they have 0:03:48.600,0:03:50.859 different ways of filling in the details. 0:03:50.859,0:03:55.540 AM2R’s philosophy is to generally keep what’s[br]already there, right down to placement of 0:03:55.540,0:03:59.879 the item pick-ups and the layout of most of[br]the rooms. But, the fans added new stuff on 0:03:59.879,0:04:04.400 top - like an all new section where you control[br]a robot, and a tense escape sequence from 0:04:04.400,0:04:05.919 a weapons labs. 0:04:05.919,0:04:10.359 Samus Returns doesn’t add much new, but[br]makes huge changes to the current layouts 0:04:10.359,0:04:13.297 - with so much added density of pathways and[br]obstacles, that many 0:04:13.300,0:04:17.660 locations are practically unrecognisable. 0:04:17.680,0:04:22.260 Both games choose to add more obstacles[br]and locks that can’t be opened until you 0:04:22.270,0:04:27.229 find a new ability somewhere else in the current[br]area - making the games feel more like the 0:04:27.229,0:04:31.560 other Metroid titles. Though, it’s much[br]more pronounced in Samus Returns, which has 0:04:31.560,0:04:35.960 all sorts of weird obstacles that force you[br]to get specific items and even beams. 0:04:35.960,0:04:39.960 AM2R, on the other hand, is fine with you[br]missing a fair few items, and is more open 0:04:39.960,0:04:40.960 to sequence breaking. 0:04:40.960,0:04:45.150 Oh, and while neither game messes with the[br]overarching structure of the game - you’re 0:04:45.150,0:04:49.669 still killing a number of Metroids to open[br]up new areas after all. Unlike the original, both remakes 0:04:49.669,0:04:53.560 provide a method and a reason to return to[br]previous areas. 0:04:53.560,0:04:58.210 Samus Returns is dotted with teleport stations[br]that can ping you around the entire planet, 0:04:58.210,0:05:02.560 while AM2R reveals a distribution centre,[br]later into the game, with pipes that send 0:05:02.560,0:05:07.240 you back to previous places. Once there, you[br]can use your new powers and abilities to get 0:05:07.240,0:05:09.729 goodies you couldn’t access earlier. 0:05:09.729,0:05:14.271 We can also look at the two games’s interpretation[br]of what Metroid 2 was originally going for. 0:05:14.271,0:05:19.169 For a clear example, the unnamed and uncoloured[br]liquid that fills the chambers in Metroid 0:05:19.169,0:05:26.090 2, was seen as lava by the creators of AM2R,[br]and as purple acid by those behind Samus Returns. 0:05:26.090,0:05:30.479 And we can look at the backgrounds, too. AM2R[br]looked for interesting tiles in the original 0:05:30.479,0:05:35.230 game, and went from there. In the second area,[br]these pipes inspired the developers to turn 0:05:35.230,0:05:39.901 the zone into a water treatment plant. And[br]in an area with loads of beam pick ups, they 0:05:39.901,0:05:44.340 dressed it up as a weapons testing facility.[br]Samus Returns is a lot less interesting in 0:05:44.340,0:05:49.901 this regard. Everything’s just various types[br]and colours of crumbling ruins. AM2R is 0:05:49.901,0:05:54.550 more interested in telling a coherent background[br]story about the Chozo - which is the ancient 0:05:54.550,0:05:57.629 race that built everything on SR388. 0:05:57.629,0:06:02.300 And finally, another big change is to how[br]health, ammo, and saving works. 0:06:02.300,0:06:06.729 In Metroid 2, you recharge your health and[br]ammo at different stations, and save points 0:06:06.729,0:06:08.650 are just save points. 0:06:08.650,0:06:14.330 In AM2R recharge stations are gone, because[br]save stations now replenish ammo and health. 0:06:14.330,0:06:17.340 Plus, Metroids drop lots of goodies upon death. 0:06:17.340,0:06:21.440 And in Samus Returns, we’re back to recharge[br]stations and save points, but Metroids now 0:06:21.440,0:06:28.380 drop pick-ups and there are also invisible[br]checkpoints before and after every boss battle. 0:06:28.380,0:06:33.160 Now, it’s easy enough to talk about how[br]these decisions have changed how Metroid 2 0:06:33.160,0:06:38.009 works. Both remakes sought to make Metroid[br]2 work more like the other Metroid games, 0:06:38.009,0:06:41.910 they both made the boss fights more involving,[br]and they both filled in the blanks left by 0:06:41.910,0:06:44.330 the original game’s monochrome palette. 0:06:44.330,0:06:49.319 But it’s just as important to talk about[br]how they change how Metroid 2 feels. 0:06:49.319,0:06:53.350 Take that last thing about health, ammo, and[br]saving. In Metroid 2, you can find yourself 0:06:53.350,0:06:57.830 battered and bruised by a Metroid fight, and[br]then staggering back to a save station with 0:06:57.830,0:07:01.729 a small amount of health. It feels tense,[br]and distressing. 0:07:01.729,0:07:06.409 AM2R makes life a bit easier with the post-fight[br]pick-ups, and it neatly streamlines things 0:07:06.409,0:07:11.240 by rolling recharge stations and save points[br]into one - but the same anxious sensation 0:07:11.240,0:07:12.940 is just about there. 0:07:12.940,0:07:17.509 But in providing checkpoints immediately after[br]every Metroid fight, Samus Returns completely 0:07:17.509,0:07:22.150 removes that feeling. That stressful journey[br]back up through the level and to a save point 0:07:22.150,0:07:23.749 is just gone. 0:07:23.749,0:07:28.259 So when judging these remakes, it’s important[br]to consider the actual experience of playing 0:07:28.260,0:07:33.320 Metroid 2. Not just what the different mechanics and design decisions were in that game, but 0:07:33.320,0:07:36.580 how they contributed to a specific feeling within the player. 0:07:36.590,0:07:42.419 And for me, playing Metroid 2 invoked feelings[br]of dread and unease. It was darker and scarier 0:07:42.419,0:07:47.440 than most other Metroid games. It gave me[br]the feeling of invading someone else’s space. 0:07:47.440,0:07:51.449 Where the other Metroid games almost feel[br]like a big puzzle for the player to solve, 0:07:51.449,0:07:53.639 Metroid 2 felt invasive and alien. 0:07:53.639,0:07:57.159 And you can point to a lot of reasons for[br]this. The lack of backtracking made you feel 0:07:57.159,0:08:01.340 like you were always descending deeper and[br]deeper into the Metroid’s lair. And unlike 0:08:01.340,0:08:06.000 Super Metroid, you won’t return to the safety[br]of your ship until the very end of the adventure. 0:08:06.000,0:08:09.659 And then there’s the tiny screen space which[br]means you can only see a few metres in front 0:08:09.659,0:08:14.219 of you, like you’re pointing a torch into[br]a pitch black room. And where the giant caverns 0:08:14.219,0:08:18.180 are difficult to grasp through the microscopic[br]viewpoint of the Game Boy screen, making you 0:08:18.180,0:08:23.129 feel small and insignificant, the narrow,[br]winding paths make other parts of the game 0:08:23.129,0:08:25.580 feel cramped and claustrophobic. 0:08:25.600,0:08:29.620 But ultimately Metroid 2 was something of[br]a horror game. A frightening journey into 0:08:29.620,0:08:34.840 an uncharted planet. A tense dive into an[br]alien’s nest. And, if you ask me, neither 0:08:34.840,0:08:39.000 remake really captures that because so many[br]of the factors that contributed to Metroid 0:08:39.000,0:08:41.950 2’s feeling were seen as issues to fix. 0:08:41.950,0:08:46.380 So claustrophobic screens get zoomed out and[br]feel less constricting. Colourful backgrounds 0:08:46.380,0:08:50.300 and whirring machines make the planet feel[br]more welcoming and alive. Classic Metroid 0:08:50.300,0:08:54.300 backtracking sends the player up and down[br]the planet’s spine. And the more traditional 0:08:54.300,0:08:59.240 level design can come across as artificial,[br]instead of alien. Which is never more apparent 0:08:59.240,0:09:04.040 than in Samus Returns where you make the acidic[br]liquid go down by plugging Metroid DNA into 0:09:04.040,0:09:07.300 a giant lock mechanism. 0:09:07.300,0:09:11.430 Now, you might say that I’m reading too[br]much into Metroid 2, and that most of these 0:09:11.430,0:09:15.810 things were just due to the unavoidable limitations[br]of the Game Boy. But I want to argue that 0:09:15.810,0:09:18.010 most of this stuff was probably intentional. 0:09:18.010,0:09:23.510 I mean, the game was made by Nintendo R&D1[br]- the same studio and much of the same team 0:09:23.510,0:09:28.760 behind Metroid 1, Super Metroid, and Metroid[br]Fusion. So it wasn’t some weird spin-off. 0:09:28.760,0:09:32.910 And the game’s producer, the late Gunpei[br]Yokoi, was the inventor of the Game Boy and 0:09:32.910,0:09:35.800 so was very aware of the console’s limits. 0:09:35.800,0:09:40.380 I think the team took those limits and made[br]a game that would suit them - something more 0:09:40.380,0:09:43.060 intimate, claustrophobic, and foreboding. 0:09:43.060,0:09:47.930 And I think you can tell that the designers[br]were trying to freak you out. Look at the 0:09:47.930,0:09:51.940 Metroid husks. They don’t just work as a[br]good navigational tool to let you know that 0:09:51.940,0:09:56.300 a boss is near, but they also act like a warning.[br]They can leave you with a pit in your stomach, 0:09:56.300,0:09:58.480 because you know that you’re about to face[br]a Metroid. 0:09:58.480,0:10:04.320 And then Nintendo used these husks to surprise[br]you. After always finding husks before fighting 0:10:04.320,0:10:08.320 Metroids, the game suddenly surprises you[br]with a Metroid midway through a corridor… 0:10:08.320,0:10:10.970 and then reveals the husk in the next room. 0:10:10.970,0:10:15.990 The game’s not afraid to break its own patterns,[br]after all. The repetitive act of killing Metroids 0:10:15.990,0:10:20.380 to drop the lava level is shattered towards[br]the end of the game, where the lava actually 0:10:20.380,0:10:25.400 goes up, forcing Samus to go back and find[br]a new type of Metroid. 0:10:25.400,0:10:30.110 The music is very telling, also. Of course,[br]there’s this hopeful, exciting tune that 0:10:30.110,0:10:32.960 plays through the main column of caves that[br]links back to your ship. 0:10:38.660,0:10:44.040 But it gives way to quiet, spooky, and discordant[br]tunes when you descend into the different 0:10:44.050,0:10:48.860 lairs. Where most retro games are filled with[br]catchy, hummable tunes, including a lot of 0:10:48.860,0:10:54.529 great Game Boy games made by R&D1, Metroid[br]2 sometimes just uses silence, some weird 0:10:54.529,0:10:58.600 electronic sound effects, and Samus’s footsteps,[br]to throw you off. 0:11:01.580,0:11:05.940 I should point out that Samus Returns mostly[br]does a good job of this, with surprisingly 0:11:05.940,0:11:08.600 faithful remixes of the original music. 0:11:13.600,0:11:18.540 When it’s not just re-using music from other[br]Metroid games, that is. 0:11:18.580,0:11:23.560 AM2R is also a mixed bag when it comes to[br]music, and a lot of the tracks have been replaced 0:11:23.560,0:11:27.040 with jazzy, upbeat, Prime-style music. 0:11:32.300,0:11:38.300 Metroid 2 also had some quiet, evocative storytelling,[br]used to construct a certain, foreboding mood. 0:11:38.310,0:11:42.139 Like, towards the end of the game, you start[br]to notice that the number of normal enemies 0:11:42.139,0:11:46.730 is going down. Where the early parts of the[br]cave, near the surface, are bristling with 0:11:46.730,0:11:50.970 alien life, the lower bowels of the planet[br]are practically empty. And when you get to 0:11:50.970,0:11:55.839 the area just before the Queen Metroid, there[br]are no normal enemies at all. Just a quiet, 0:11:55.839,0:11:58.259 eery climb up to the final area. 0:11:58.259,0:12:03.070 You’ve either gone deeper than any non-Metroid[br]life form has gone in a very long time, or 0:12:03.070,0:12:07.470 the Metroids have systematically wiped out[br]every other animal, powerfully asserting their 0:12:07.470,0:12:09.709 spot at the top of the food chain. 0:12:09.709,0:12:14.230 And then you get to this room. Where all the[br]other Chozo statues in the game have been 0:12:14.230,0:12:18.940 kept preserved, and sealed away from pesky[br]Metroids behind impenetrable blast doors, this 0:12:18.940,0:12:24.230 one - deep inside the Metroid lair has been[br]smashed to pieces. It’s head is down here, 0:12:24.230,0:12:29.089 it’s body is up there, and its item - the[br]ice beam, the only weapon capable of stopping 0:12:29.089,0:12:33.209 the normal Metroid, has been pushed aside.[br]Yikes. 0:12:33.209,0:12:37.959 AM2R captures this part quite well. There’s[br]sadly no ice beam because you get it much 0:12:37.959,0:12:42.260 earlier, but the statue is still there. And[br]the lower areas are devoid of enemies. 0:12:42.260,0:12:46.740 But it’s Samus Returns that really didn’t[br]get it. I don’t think the final Chozo statue 0:12:46.740,0:12:51.860 is even in the game, I couldn’t find it,[br]and the enemies never let up. Right there, 0:12:51.860,0:12:55.819 in the path leading to the Metroids lair,[br]you’ll be fighting dozens of standard enemies 0:12:55.819,0:12:59.760 In a noisy, messy gauntlet. 0:12:59.760,0:13:03.550 Back to the Game Boy game. After this area[br]and a final boss fight - did you know, by 0:13:03.550,0:13:07.460 the way, that Nintendo suddenly removed the[br]ability to pause during Metroid 2’s final 0:13:07.460,0:13:11.699 boss fight? Friggin’ Dark Souls up in here.[br]Uh, after that fight, Metroid 2 has one of 0:13:11.699,0:13:16.860 the most surprising and low key endings of[br]just about any game from this era. 0:13:16.860,0:13:20.839 After finishing off the boss, Samus comes[br]across this baby Metroid who assumes Samus 0:13:20.839,0:13:25.620 is its mother. Instead of killing this final[br]creature and finishing the mission, Samus 0:13:25.620,0:13:29.529 decides to spare its life and the two leave[br]the planet together. 0:13:29.529,0:13:34.240 One of the most isolating games you can play[br]suddenly gives you a companion. And as you 0:13:34.240,0:13:39.331 leave, the Metroid gobbling up walls that[br]block your path, this strange, calming, and 0:13:39.340,0:13:41.460 evocative music starts to plays. 0:13:47.040,0:13:51.520 Over those last few minutes in the game - there[br]are no enemies or puzzles to deal with - you’re 0:13:51.529,0:13:55.819 given time to reflect on everything that has[br]happened. Maybe consider Samus’s final act 0:13:55.819,0:13:59.779 of mercy and compassion, which will be revisited[br]in Super Metroid. 0:13:59.779,0:14:04.360 Or maybe you’ll reconsider the ethical ramifications[br]of your, frankly, genocidal mission to kill 0:14:04.360,0:14:09.509 a non-space-fairing species that was only[br]used as a biological weapon by the space pirates. 0:14:09.509,0:14:13.530 A genocidal mission which would be brought[br]back up in Metroid Fusion, where it’s revealed 0:14:13.530,0:14:18.370 that by wiping out almost all of the Metroids,[br]Samus wrecked the ecosystem and let an even 0:14:18.370,0:14:21.040 more dangerous species come to bear. 0:14:21.040,0:14:25.120 And maybe this gives a new meaning to the[br]discomforting feeling of the rest of the game? 0:14:25.120,0:14:30.600 It’s a dark and disturbing game for a dark[br]and disturbing chapter in Samus’s life. 0:14:30.600,0:14:36.339 As S.R. Holiwell wrote in the terrific Metroid[br]2 defence piece A Maze of Murderscapes, “Games 0:14:36.339,0:14:40.850 about killing should probably make you uncomfortable.[br]They shouldn’t be carefully crafted to be 0:14:40.850,0:14:47.980 pleasant. Metroid II is openly about killing. It[br]makes me uncomfortable with wordless specificity”. 0:14:47.980,0:14:52.410 Samus Returns on the other hand is very comfortable[br]about killing. The game puts a tremendous 0:14:52.410,0:14:58.120 focus on combat with that 360 aiming, multi-phase[br]boss fights, ridiculous Aeion powers, and 0:14:58.120,0:15:02.970 these goofy cutscenes where Samus does ninja[br]moves on Metroid bosses. Why Nintendo is so 0:15:02.970,0:15:07.420 obsessed with turning Samus into Bayonetta[br]is beyond me, but there we go. 0:15:07.420,0:15:12.230 And, so, that final escape sequence with the[br]baby Metroid contains yet more combat, not to mention 0:15:12.230,0:15:16.759 an unnecessary additional boss fight. So much[br]extra combat, actually, that you can hardly 0:15:16.759,0:15:21.870 hear that the Game Boy game’s final music,[br]which was given a subtle update in AM2R’s 0:15:21.870,0:15:27.040 completely faithful recreation of the ending...[br]has now been given a strange high tempo electronic 0:15:27.040,0:15:28.420 remix in Samus Returns. 0:15:32.500,0:15:36.430 And if there was any doubt that Samus Returns[br]just didn’t get Metroid 2’s themes, well, 0:15:36.430,0:15:40.610 this is a game about travelling to an alien’s[br]home planet to viciously wipe out the entire 0:15:40.610,0:15:45.319 race, with a primary mechanic, the melee counter,[br]which is about acting in self defence and 0:15:45.319,0:15:47.000 only killing when first provoked. 0:15:47.000,0:15:48.660 I’m half joking with that one. 0:15:48.660,0:15:53.089 But this ending stuff absolutely boggles my[br]mind. Samus Returns doesn’t just accidentally 0:15:53.089,0:15:57.600 fail to capture the feeling of Metroid 2 by[br]updating things, but it specifically undermines 0:15:57.600,0:16:02.460 the original game in boorish, bone headed[br]ways. 0:16:02.460,0:16:07.899 Now. Don’t get me wrong. I’m not trying[br]to hold up Metroid 2 as some perfect game. 0:16:07.899,0:16:11.910 There’s much more to it than most critics[br]seem to realise, but it does have shortcomings 0:16:11.910,0:16:14.050 that any remake should seek to update. 0:16:14.050,0:16:18.579 So I’m disappointed that these remakes[br]had the opportunity to use modern game design 0:16:18.579,0:16:22.779 to deliver the same experience as Metroid[br]2, but in a different form - not the same 0:16:22.779,0:16:24.970 form but with a different experience. 0:16:24.970,0:16:28.500 Because what does it matter if these games[br]have largely the same level design if not 0:16:28.500,0:16:33.189 the same disorienting feeling of exploring[br]those levels? The same Metroids, if not the 0:16:33.189,0:16:37.550 same dread of facing another one in a dark[br]corridor? And so on. 0:16:37.550,0:16:43.480 Both remakes attempt to retcon Metroid 2 into[br]more familiar Metroid design, so AM2R brings 0:16:43.480,0:16:47.819 the game up to the same standards as Zero[br]Mission and Super Metroid, while Samus Returns 0:16:47.819,0:16:51.110 feels like a mix of classic Metroid games[br]and Other M. 0:16:51.110,0:16:55.680 But maybe those other types of design didn’t[br]fit Metroid 2? Maybe the game’s themes and 0:16:55.680,0:17:00.449 intended experience required a different set[br]of mechanics? The closest analogy I can think 0:17:00.449,0:17:05.470 of is remaking the oppressive Far Cry 2 to[br]be more like the action movie playgrounds 0:17:05.470,0:17:08.060 of Far Cry 3 and 4. 0:17:08.060,0:17:12.560 So, yeah. This doesn’t make these remakes[br]into bad games and I really enjoy both of 0:17:12.560,0:17:17.970 these titles on their own terms. AM2R is a[br]terrific accomplishment for a fan project 0:17:17.970,0:17:21.800 and lots of fun to play, and Samus Returns[br]has plenty to enjoy also. 0:17:21.800,0:17:25.920 But, you know what happens to remakes. One[br]of these games will be become the defacto 0:17:25.920,0:17:31.390 way of playing Metroid 2, and the original[br]- already maligned and misunderstood - will 0:17:31.390,0:17:35.200 become even less popular. 0:17:35.200,0:17:39.340 Well, that was a bit of a bummer to end on.[br]But, hey, there we go. Thanks for watching and 0:17:39.340,0:17:44.340 thank you for your patience in September - I’ve[br]been unable to make stuff for half the month 0:17:44.340,0:17:48.630 due to a nasty cold, which hopefully explains[br]my slightly weird voice in this one. 0:17:48.630,0:17:55.170 But I’m back now! And a special thank you[br]to all my Patrons who keep the lights on at 0:17:55.170,0:18:01.190 GMTK. 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