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	<title>Wesley Fenlon &#124; Not with a bang but a whimper. &#187; metroid</title>
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		<title>GameSpite: Not your daddy&#8217;s bounty hunter</title>
		<link>http://www.wesleyfenlon.com/2009/06/29/gamespite-not-your-daddys-bounty-hunter/</link>
		<comments>http://www.wesleyfenlon.com/2009/06/29/gamespite-not-your-daddys-bounty-hunter/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 03:41:51 +0000</pubDate>
		<dc:creator>Wes</dc:creator>
				<category><![CDATA[gamespite]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[metroid]]></category>

		<guid isPermaLink="false">http://www.wesleyfenlon.com/?p=613</guid>
		<description><![CDATA[Growing up a diehard Star Wars fan enamored with the grave and thoroughly cool Boba Fett, the glamorous profession of the bounty hunter wasn’t to be taken lightly. It’s not a job for the likes of Duane “Dog” Chapman &#8212; it’s serious, alien-scum-catching business, where no job is too tough when there are credits to [...]]]></description>
			<content:encoded><![CDATA[<p>Growing up a diehard <em>Star Wars</em> fan enamored with the grave and thoroughly cool Boba Fett, the glamorous profession of the bounty hunter wasn’t to be taken lightly. It’s not a job for the likes of Duane “Dog” Chapman &#8212; it’s serious, alien-scum-catching business, where no job is too tough when there are credits to be had. Maybe that’s why I’ve always approached <strong>Metroid</strong> with a degree of skepticism. For all the similarities they share &#8212; armor, slotted visor, deadly gadgets, an air of mystery, and a propensity for conversational brevity &#8212; Boba Fett and Samus Aran don’t quite line up. Where Fett intimidates with that gravelly voice and charges astronomical fees to exact harsh justice, Samus…saves the galaxy?</p>
<p>The E3 announcement of Team Ninja-developed <strong>Metroid: Other M</strong> coupled with my recent completion of <strong>Metroid Prime 3: Corruption</strong> has resulted in a lot of Samus on the brain. The more I think about Samus, the harder it is to consider her a bounty hunter &#8212; but maybe that’s not such a bad thing. Under Nintendo’s direction, the Metroid franchise sported a paper-thin storyline, with hardly a scrap of background information given to flesh out the wholly original galaxy Samus traverses. Retro Studios, on the other hand, has pushed Metroid in a cinematic direction, introducing more cutscenes to the series and using the scan visor to provide a wealth of knowledge on the species and history created for their games. Metroid Prime 3 employed voice acting in the series for the first time &#8212; but more importantly, it gave life to the Galactic Federation, with soldiers, battleships, fighters, and plenty of reading material about their history and technology.</p>
<p><a href="http://www.gamespite.net/verbalspew/archives/entry_1283.php">Read the rest of this entry on GameSpite »</a></p>
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		<title>In Hindsight: Super Metroid</title>
		<link>http://www.wesleyfenlon.com/2008/11/18/in-hindsight-super-metroid/</link>
		<comments>http://www.wesleyfenlon.com/2008/11/18/in-hindsight-super-metroid/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 03:24:59 +0000</pubDate>
		<dc:creator>Wes</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[metroid]]></category>
		<category><![CDATA[nintendo]]></category>

		<guid isPermaLink="false">http://www.wesleyfenlon.com/?p=257</guid>
		<description><![CDATA[
As one of the most important aspects of any video game, level design is a fascinating concept to study.  We can chart its progression from 2D into 3D, from simple linear stages into vast, sprawling environments.  In doing so, the general trend of 3D games begins to come into focus &#8212; and in some cases, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-256 aligncenter" title="Funny how a bounty hunter keeps saving the galaxy from certain doom." src="http://www.wesleyfenlon.com/wp-content/uploads/2008/11/supermetroid-banner.jpg" alt="Funny how a bounty hunter keeps saving the galaxy from certain doom." width="700" height="394" /></p>
<p style="text-align: left;">As one of the most important aspects of any video game, level design is a fascinating concept to study.  We can chart its progression from 2D into 3D, from simple linear stages into vast, sprawling environments.  In doing so, the general trend of 3D games begins to come into focus &#8212; and in some cases, it&#8217;s not such a pretty sight.  Sometimes we have to look backwards to see how we should move forwards.</p>
<p style="text-align: left;">Open world games have risen in popularity steadily since the release of Grand Theft Auto III, which not only spawned several sequels, but far too many cheap knock-offs and shoddy cash-ins.  Still, the goal of these games is admirable: they are presenting you with not a level to progress through, but a <em>world</em> to explore.  It&#8217;s a way to accomplish a level of escapism that smaller, more constrained games can&#8217;t match, but it&#8217;s a tricky thing to pull off.  The key is being able to form an explorable world with a scope so vast that players won&#8217;t feel as though the constraints of the area are <em>too</em> artificial &#8212; but size must be balanced with enough memorable locations to make the world feel alive.</p>
<p style="text-align: left;">Ultimately, games such as Bethesda&#8217;s <em>Oblivion</em> and Rockstar&#8217;s <em>Grand Theft Auto IV</em> can&#8217;t live up to both ends of the deal.  Oblivion is, even now, nearly three years after its release, a huge, beautiful game world.  But one grassy green hill looks like the next.  And the next.  The sense of exploration gets lost in the scope without delivering enough of what&#8217;s ultimately the most important thing: design.</p>
<p style="text-align: left;">Which, in my long-winded and roundabout way, brings us to <em>Super Metroid</em>.  Compared to <em>GTA</em> or <em>Oblivion</em>, <em>Super Metroid</em> is laughably miniscule.  It&#8217;s 2D.  It can&#8217;t compete with the miles and miles of explorable land and cityscape in Cyrodil or Liberty City.  But it just might have the best level design of any video game ever made.</p>
<p style="text-align: left;"><span id="more-257"></span></p>
<p style="text-align: left;">Unlike its grandiose 3D brethren, <em>Super Metroid</em> is an incredibly tightly-packed world.  The attention to detail is truly incredible &#8212; as a sort of forerunner to the open world games of today, <em>Super Metroid</em> encourages, and, in fact, requires, considerable exploration.  Every new ability acquired, every new item found, opens a new path somewhere, but it&#8217;s rarely blatant.  It&#8217;s up to you to hunt down secret tunnels and discover how to combine abilities to reach new areas.</p>
<p style="text-align: left;">The 2D world snakes outwards, but as you gain new powers, it brilliantly meshes together into one massive, cohesive unit.  Areas that were once challenging become easy to traverse in seconds thanks to newer weapons and armor.  And yet each explorable region of the planet Zebes is incredibly unique and memorable in one way or another.  It&#8217;s that perfect attention to detail that truly sets the game world apart.</p>
<p style="text-align: left;">Each area&#8217;s remarkable distinction also helps <em>Super Metroid</em> deliver an incredibly atmospheric experience.  With 16 bit graphics and sound that pales in comparison to the might of Dolby Digital, <em>Super Metroid</em> rivals any game made today in ambiance &#8212; and exceeds most.  It&#8217;s somber, chilling, and ornately detailed, leaving you slightly on edge all the time.  <em>You&#8217;re</em> the intruder on this alien world, and it&#8217;s not a friendly one.</p>
<p style="text-align: left;"><em>Super Metroid </em>also boasts one of the most clever, devious examples of game design in the past two decades.  Every time I scrutinized an area for any possible secret, looked in some innocuous out-of-the-way place, and was rewarded for my efforts, I found myself discovering the next item I <em>needed to advance</em>.  No game has ever rewarded exploration so well or so thoroughly, and the vast number of upgrades available makes checking every corner an addictive process.  Some items won&#8217;t even show up on a scan that <em>reveals invisible shit</em> &#8212; when you can hide something that well in your game and have people find it, you know you&#8217;ve done something <em>right</em>.</p>
<p style="text-align: left;">I delayed fully experiencing <em>Super Metroid</em> for far too many years, despite knowing how great a game it was.  And it exceeded my expectations.  While there will always be games I enjoy more, I don&#8217;t think a game made since 1994 has yet rivaled the level design of <em>Super Metroid</em>.  I guess perfection is pretty hard to top.</p>
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