Posts Tagged ‘game environments’

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Metroid II: Setting the Mood

March 7, 2013
...I can see you...

…I can see you…

It is the rare video game that can effectively build a sense of suspense that is legitimately frightening for the player. Driven by the need to progress, obstacles increase in difficulty, maybe, but they don’t often increase the wariness one feels in approaching them. The God of War series, for example, kills the trepidation you might feel at facing an enemy several hundred times bigger than your avatar by making such a battle happen early on; when Kratos has taken down a titan, there is removed any reason to feel afraid of anything. In fact, any battle in which you are not battling something huge and fierce and angry feels like a bit of a letdown.

Metroid II actually builds the sort of tension that can be so intimidating as to force the player to put down the machine it’s being played on. As the ever-helpful Metroid Wiki notes, there are more “boss battles” in Metroid II than in any other Metroid game, at a staggering 40 encounters with metroids at various stages of their life cycle.

Now, whether you actually consider those battles “boss” battles or not — for the most part, these “boss battles” are quick little missile-firing sessions, battles of attrition where you fire as many projectiles as possible without losing too much energy — their setup is very skillfully executed. Almost every metroid you need to fight is preceded by the sight of a broken metroid “shell”, letting the player know that a battle awaits in the next room or so.

This is a nice touch, a “be ready” signpost that more often than not had me grinding my way through minor enemies for energy and missile refills before I went after whatever waited for me. The sense of dread is particularly pronounced as the metroids get bigger, as the Giger-esque Omegas and the smaller but quicker and more tenacious Zetas become more and more common. Once you’re startled once by a metroid uncovered by shooting away sand, you realize that they could be hiding pretty much anywhere.

All of that is well and good, but nothing compares to the sequence that awaits the player at the end of the game.

(This gets into spoilery territory, so I’m going to go ahead and put it after the jump. Yes, I still worry about spoiling 20-year-old Game Boy games. Hey, nobody spoiled it for me, why should I for them?

…ahem. Jump. Clickyclick.)

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