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How AM2R and Samus Returns remade Metroid 2 | Game Maker's Toolkit

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    Earlier this month, Nintendo and MercurySteam released Metroid: Samus Returns, on Nintendo 3DS.
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    The game is a complete remake of the Game
    Boy game Metroid 2.
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    Coincidentally, Samus Returns comes almost
    exactly one year after the release of AM2R,
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    or Another Metroid 2 Remake. That one was
    made by fans, and was the target of a legal
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    takedown request by Nintendo.
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    Now it’s not surprising that Metroid 2 has
    seen multiple remakes. This game is an important
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    part of the Metroid story, after all, because
    the plot - which sees Samus on a mission to
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    wipe out the entire Metroid species - reverberates
    into Super Metroid, Metroid Fusion, and even
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    Metroid Other M.
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    But it’s also a, let’s say, challenging
    game to play in 2017.
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    For one, it’s different to pretty much every
    other Metroid game. Instead of zigzagging
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    back and forth across an interconnected, maze-like
    map, the game opens up, more linearly, in
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    great big chunks. In each area, you find and
    kill a certain number of Metroids before the
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    lava retracts and you go to the next area
    - with no real reason to ever return.
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    This is probably due to the handheld nature
    of the game. There’s no real need to make
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    your own map, as with Metroid 1, and you can
    explore a single area of the game in one sitting
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    and then safely turn the Game Boy off, without
    being hopelessly lost the next time you boot
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    up the game.
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    But Metroid 2 generally feels subservient
    to the technical limitations of the Game Boy.
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    The tiny screen reduces your visibility, the
    black and white palette is drab and confusing,
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    and the game’s got limited controls - though,
    Samus does have more moves than she did in
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    Metroid 1.
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    So there’s plenty of stuff here for these
    remakes to tackle. And it’s interesting
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    to see the different, and sometimes similar
    ways that Samus Returns and AM2R chose to
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    address Metroid 2’s shortcomings.
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    Look at Samus’s movement. Both games dramatically
    improve her agility, they both give her the
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    ledge grab move introduced in Metroid Fusion,
    and they both have a dedicated button for
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    rolling up into a morph ball. But Samus Returns
    drastically increases Samus’s combat abilities,
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    and adds a melee counter and drops the diagonal
    aiming from classic Metroid in favour of full
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    360 degree aiming.
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    The bosses are also an aspect that both games
    sought to change. In Metroid 2 you’ll fight
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    the same simple bosses over and over again,
    with the only change being the layout of the
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    place where you fight them. AM2R makes the
    bosses a bit more interesting to fight with
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    new patterns, smaller weakpoints, and by giving
    the Metroids additional attacks in later fights.
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    Samus Returns does the same, actually, but
    the fights are even more elaborate and have
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    more traditional boss-like patterns to learn.
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    And if the repetition gets to you, both games
    also have extra bosses - like a Torizo from
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    Super Metroid, a door guardian, and a bullet
    hell weapons trainer in AM2R, and a very difficult
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    mining robot in Samus Returns.
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    Other new additions include new power-ups.
    Samus had quite a formidable set of tools
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    in Metroid 2 but both games add the Charge
    Shot, Super Bomb, Super Missile, and Gravity
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    Suit, and AM2R adds the speedboost, with all
    the shinesparking goodness that comes with
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    it, while Samus Returns instead goes for the
    grapple beam.
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    Oh, and that game also has four entirely new
    Aeion powers, which come with their own energy
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    meter. These are powers that increase your
    attack and defence, one that slows down time,
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    and another that reveals the map around your
    current location. Which makes secrets and
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    hidden rooms pretty easy to find.
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    In general, Samus Returns is just less interested
    in letting you get lost. The Metroid indicator
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    flashes red as you get closer to the bosses,
    the map screen is very detailed, and these
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    teleporters let you zip around within individual
    areas.
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    In terms of level design, both games capture
    the map of Metroid 2 in the broad strokes.
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    One area from Metroid 2 will look largely
    the same in both remakes. But they have
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    different ways of filling in the details.
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    AM2R’s philosophy is to generally keep what’s
    already there, right down to placement of
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    the item pick-ups and the layout of most of
    the rooms. But, the fans added new stuff on
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    top - like an all new section where you control
    a robot, and a tense escape sequence from
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    a weapons labs.
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    Samus Returns doesn’t add much new, but
    makes huge changes to the current layouts
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    - with so much added density of pathways and
    obstacles, that many
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    locations are practically unrecognisable.
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    Both games choose to add more obstacles
    and locks that can’t be opened until you
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    find a new ability somewhere else in the current
    area - making the games feel more like the
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    other Metroid titles. Though, it’s much
    more pronounced in Samus Returns, which has
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    all sorts of weird obstacles that force you
    to get specific items and even beams.
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    AM2R, on the other hand, is fine with you
    missing a fair few items, and is more open
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    to sequence breaking.
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    Oh, and while neither game messes with the
    overarching structure of the game - you’re
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    still killing a number of Metroids to open
    up new areas after all. Unlike the original, both remakes
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    provide a method and a reason to return to
    previous areas.
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    Samus Returns is dotted with teleport stations
    that can ping you around the entire planet,
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    while AM2R reveals a distribution centre,
    later into the game, with pipes that send
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    you back to previous places. Once there, you
    can use your new powers and abilities to get
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    goodies you couldn’t access earlier.
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    We can also look at the two games’s interpretation
    of what Metroid 2 was originally going for.
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    For a clear example, the unnamed and uncoloured
    liquid that fills the chambers in Metroid
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    2, was seen as lava by the creators of AM2R,
    and as purple acid by those behind Samus Returns.
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    And we can look at the backgrounds, too. AM2R
    looked for interesting tiles in the original
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    game, and went from there. In the second area,
    these pipes inspired the developers to turn
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    the zone into a water treatment plant. And
    in an area with loads of beam pick ups, they
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    dressed it up as a weapons testing facility.
    Samus Returns is a lot less interesting in
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    this regard. Everything’s just various types
    and colours of crumbling ruins. AM2R is
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    more interested in telling a coherent background
    story about the Chozo - which is the ancient
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    race that built everything on SR388.
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    And finally, another big change is to how
    health, ammo, and saving works.
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    In Metroid 2, you recharge your health and
    ammo at different stations, and save points
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    are just save points.
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    In AM2R recharge stations are gone, because
    save stations now replenish ammo and health.
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    Plus, Metroids drop lots of goodies upon death.
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    And in Samus Returns, we’re back to recharge
    stations and save points, but Metroids now
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    drop pick-ups and there are also invisible
    checkpoints before and after every boss battle.
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    Now, it’s easy enough to talk about how
    these decisions have changed how Metroid 2
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    works. Both remakes sought to make Metroid
    2 work more like the other Metroid games,
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    they both made the boss fights more involving,
    and they both filled in the blanks left by
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    the original game’s monochrome palette.
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    But it’s just as important to talk about
    how they change how Metroid 2 feels.
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    Take that last thing about health, ammo, and
    saving. In Metroid 2, you can find yourself
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    battered and bruised by a Metroid fight, and
    then staggering back to a save station with
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    a small amount of health. It feels tense,
    and distressing.
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    AM2R makes life a bit easier with the post-fight
    pick-ups, and it neatly streamlines things
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    by rolling recharge stations and save points
    into one - but the same anxious sensation
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    is just about there.
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    But in providing checkpoints immediately after
    every Metroid fight, Samus Returns completely
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    removes that feeling. That stressful journey
    back up through the level and to a save point
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    is just gone.
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    So when judging these remakes, it’s important
    to consider the actual experience of playing
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    Metroid 2. Not just what the different mechanics and design decisions were in that game, but
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    how they contributed to a specific feeling within the player.
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    And for me, playing Metroid 2 invoked feelings
    of dread and unease. It was darker and scarier
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    than most other Metroid games. It gave me
    the feeling of invading someone else’s space.
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    Where the other Metroid games almost feel
    like a big puzzle for the player to solve,
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    Metroid 2 felt invasive and alien.
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    And you can point to a lot of reasons for
    this. The lack of backtracking made you feel
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    like you were always descending deeper and
    deeper into the Metroid’s lair. And unlike
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    Super Metroid, you won’t return to the safety
    of your ship until the very end of the adventure.
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    And then there’s the tiny screen space which
    means you can only see a few metres in front
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    of you, like you’re pointing a torch into
    a pitch black room. And where the giant caverns
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    are difficult to grasp through the microscopic
    viewpoint of the Game Boy screen, making you
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    feel small and insignificant, the narrow,
    winding paths make other parts of the game
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    feel cramped and claustrophobic.
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    But ultimately Metroid 2 was something of
    a horror game. A frightening journey into
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    an uncharted planet. A tense dive into an
    alien’s nest. And, if you ask me, neither
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    remake really captures that because so many
    of the factors that contributed to Metroid
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    2’s feeling were seen as issues to fix.
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    So claustrophobic screens get zoomed out and
    feel less constricting. Colourful backgrounds
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    and whirring machines make the planet feel
    more welcoming and alive. Classic Metroid
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    backtracking sends the player up and down
    the planet’s spine. And the more traditional
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    level design can come across as artificial,
    instead of alien. Which is never more apparent
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    than in Samus Returns where you make the acidic
    liquid go down by plugging Metroid DNA into
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    a giant lock mechanism.
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    Now, you might say that I’m reading too
    much into Metroid 2, and that most of these
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    things were just due to the unavoidable limitations
    of the Game Boy. But I want to argue that
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    most of this stuff was probably intentional.
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    I mean, the game was made by Nintendo R&D1
    - the same studio and much of the same team
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    behind Metroid 1, Super Metroid, and Metroid
    Fusion. So it wasn’t some weird spin-off.
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    And the game’s producer, the late Gunpei
    Yokoi, was the inventor of the Game Boy and
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    so was very aware of the console’s limits.
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    I think the team took those limits and made
    a game that would suit them - something more
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    intimate, claustrophobic, and foreboding.
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    And I think you can tell that the designers
    were trying to freak you out. Look at the
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    Metroid husks. They don’t just work as a
    good navigational tool to let you know that
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    a boss is near, but they also act like a warning.
    They can leave you with a pit in your stomach,
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    because you know that you’re about to face
    a Metroid.
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    And then Nintendo used these husks to surprise
    you. After always finding husks before fighting
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    Metroids, the game suddenly surprises you
    with a Metroid midway through a corridor…
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    and then reveals the husk in the next room.
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    The game’s not afraid to break its own patterns,
    after all. The repetitive act of killing Metroids
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    to drop the lava level is shattered towards
    the end of the game, where the lava actually
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    goes up, forcing Samus to go back and find
    a new type of Metroid.
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    The music is very telling, also. Of course,
    there’s this hopeful, exciting tune that
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    plays through the main column of caves that
    links back to your ship.
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    But it gives way to quiet, spooky, and discordant
    tunes when you descend into the different
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    lairs. Where most retro games are filled with
    catchy, hummable tunes, including a lot of
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    great Game Boy games made by R&D1, Metroid
    2 sometimes just uses silence, some weird
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    electronic sound effects, and Samus’s footsteps,
    to throw you off.
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    I should point out that Samus Returns mostly
    does a good job of this, with surprisingly
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    faithful remixes of the original music.
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    When it’s not just re-using music from other
    Metroid games, that is.
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    AM2R is also a mixed bag when it comes to
    music, and a lot of the tracks have been replaced
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    with jazzy, upbeat, Prime-style music.
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    Metroid 2 also had some quiet, evocative storytelling,
    used to construct a certain, foreboding mood.
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    Like, towards the end of the game, you start
    to notice that the number of normal enemies
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    is going down. Where the early parts of the
    cave, near the surface, are bristling with
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    alien life, the lower bowels of the planet
    are practically empty. And when you get to
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    the area just before the Queen Metroid, there
    are no normal enemies at all. Just a quiet,
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    eery climb up to the final area.
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    You’ve either gone deeper than any non-Metroid
    life form has gone in a very long time, or
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    the Metroids have systematically wiped out
    every other animal, powerfully asserting their
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    spot at the top of the food chain.
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    And then you get to this room. Where all the
    other Chozo statues in the game have been
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    kept preserved, and sealed away from pesky
    Metroids behind impenetrable blast doors, this
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    one - deep inside the Metroid lair has been
    smashed to pieces. It’s head is down here,
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    it’s body is up there, and its item - the
    ice beam, the only weapon capable of stopping
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    the normal Metroid, has been pushed aside.
    Yikes.
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    AM2R captures this part quite well. There’s
    sadly no ice beam because you get it much
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    earlier, but the statue is still there. And
    the lower areas are devoid of enemies.
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    But it’s Samus Returns that really didn’t
    get it. I don’t think the final Chozo statue
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    is even in the game, I couldn’t find it,
    and the enemies never let up. Right there,
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    in the path leading to the Metroids lair,
    you’ll be fighting dozens of standard enemies
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    In a noisy, messy gauntlet.
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    Back to the Game Boy game. After this area
    and a final boss fight - did you know, by
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    the way, that Nintendo suddenly removed the
    ability to pause during Metroid 2’s final
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    boss fight? Friggin’ Dark Souls up in here.
    Uh, after that fight, Metroid 2 has one of
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    the most surprising and low key endings of
    just about any game from this era.
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    After finishing off the boss, Samus comes
    across this baby Metroid who assumes Samus
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    is its mother. Instead of killing this final
    creature and finishing the mission, Samus
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    decides to spare its life and the two leave
    the planet together.
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    One of the most isolating games you can play
    suddenly gives you a companion. And as you
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    leave, the Metroid gobbling up walls that
    block your path, this strange, calming, and
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    evocative music starts to plays.
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    Over those last few minutes in the game - there
    are no enemies or puzzles to deal with - you’re
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    given time to reflect on everything that has
    happened. Maybe consider Samus’s final act
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    of mercy and compassion, which will be revisited
    in Super Metroid.
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    Or maybe you’ll reconsider the ethical ramifications
    of your, frankly, genocidal mission to kill
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    a non-space-fairing species that was only
    used as a biological weapon by the space pirates.
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    A genocidal mission which would be brought
    back up in Metroid Fusion, where it’s revealed
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    that by wiping out almost all of the Metroids,
    Samus wrecked the ecosystem and let an even
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    more dangerous species come to bear.
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    And maybe this gives a new meaning to the
    discomforting feeling of the rest of the game?
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    It’s a dark and disturbing game for a dark
    and disturbing chapter in Samus’s life.
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    As S.R. Holiwell wrote in the terrific Metroid
    2 defence piece A Maze of Murderscapes, “Games
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    about killing should probably make you uncomfortable.
    They shouldn’t be carefully crafted to be
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    pleasant. Metroid II is openly about killing. It
    makes me uncomfortable with wordless specificity”.
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    Samus Returns on the other hand is very comfortable
    about killing. The game puts a tremendous
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    focus on combat with that 360 aiming, multi-phase
    boss fights, ridiculous Aeion powers, and
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    these goofy cutscenes where Samus does ninja
    moves on Metroid bosses. Why Nintendo is so
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    obsessed with turning Samus into Bayonetta
    is beyond me, but there we go.
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    And, so, that final escape sequence with the
    baby Metroid contains yet more combat, not to mention
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    an unnecessary additional boss fight. So much
    extra combat, actually, that you can hardly
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    hear that the Game Boy game’s final music,
    which was given a subtle update in AM2R’s
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    completely faithful recreation of the ending...
    has now been given a strange high tempo electronic
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    remix in Samus Returns.
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    And if there was any doubt that Samus Returns
    just didn’t get Metroid 2’s themes, well,
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    this is a game about travelling to an alien’s
    home planet to viciously wipe out the entire
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    race, with a primary mechanic, the melee counter,
    which is about acting in self defence and
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    only killing when first provoked.
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    I’m half joking with that one.
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    But this ending stuff absolutely boggles my
    mind. Samus Returns doesn’t just accidentally
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    fail to capture the feeling of Metroid 2 by
    updating things, but it specifically undermines
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    the original game in boorish, bone headed
    ways.
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    Now. Don’t get me wrong. I’m not trying
    to hold up Metroid 2 as some perfect game.
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    There’s much more to it than most critics
    seem to realise, but it does have shortcomings
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    that any remake should seek to update.
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    So I’m disappointed that these remakes
    had the opportunity to use modern game design
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    to deliver the same experience as Metroid
    2, but in a different form - not the same
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    form but with a different experience.
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    Because what does it matter if these games
    have largely the same level design if not
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    the same disorienting feeling of exploring
    those levels? The same Metroids, if not the
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    same dread of facing another one in a dark
    corridor? And so on.
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    Both remakes attempt to retcon Metroid 2 into
    more familiar Metroid design, so AM2R brings
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    the game up to the same standards as Zero
    Mission and Super Metroid, while Samus Returns
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    feels like a mix of classic Metroid games
    and Other M.
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    But maybe those other types of design didn’t
    fit Metroid 2? Maybe the game’s themes and
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    intended experience required a different set
    of mechanics? The closest analogy I can think
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    of is remaking the oppressive Far Cry 2 to
    be more like the action movie playgrounds
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    of Far Cry 3 and 4.
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    So, yeah. This doesn’t make these remakes
    into bad games and I really enjoy both of
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    these titles on their own terms. AM2R is a
    terrific accomplishment for a fan project
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    and lots of fun to play, and Samus Returns
    has plenty to enjoy also.
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    But, you know what happens to remakes. One
    of these games will be become the defacto
  • 17:26 - 17:31
    way of playing Metroid 2, and the original
    - already maligned and misunderstood - will
  • 17:31 - 17:35
    become even less popular.
  • 17:35 - 17:39
    Well, that was a bit of a bummer to end on.
    But, hey, there we go. Thanks for watching and
  • 17:39 - 17:44
    thank you for your patience in September - I’ve
    been unable to make stuff for half the month
  • 17:44 - 17:49
    due to a nasty cold, which hopefully explains
    my slightly weird voice in this one.
  • 17:49 - 17:55
    But I’m back now! And a special thank you
    to all my Patrons who keep the lights on at
  • 17:55 - 18:01
    GMTK. Subscribe if you want more game design
    stuff every few weeks, and to get notifications
  • 18:01 - 18:05
    whenever I stream new games here on YouTube..
Title:
How AM2R and Samus Returns remade Metroid 2 | Game Maker's Toolkit
Description:

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Video Language:
English
Duration:
18:07

English subtitles

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