It was interesting starting Super Metroid as someone who's essentially been playing the 2D Metroid games in reverse order. From what I've seen, each Metroid I've played so far has been held in very high regard, but Super Metroid was on another level. Built up as a landmark title and one of the best of all time. I wasn't expecting this to top Fusion or Dread. I'm not usually one to assume that older games in a series are "worse" than newer entries, but based on my experience with the aforementioned games, Dread especially, I predicted that I would think of Super as a great foundation for the Metroidvania genre, but not much more. But now, I don't think any Metroid after this point could ever strive to be as brave as this one.

Super Metroid gives the player almost no direction, not telling you where to go at almost every point. It really just says, "The Space Pirates have stolen the last Metroid. Go get it back", and then leaving the player to their own devices. This was seen as an issue by many and was changed in later games. While this did make the series more accessible, I've realised that it took away some of the magic from this game. Don't get me wrong; this doesn't make the later games bad at all (Fusion especially uses this to its advantage in the narrative). They're great games. But the core appeal of Metroid is the feeling of growth. To go from a common soldier with a pitiful arsenal to an absolute powerhouse. Super Metroid does this the best because, shockingly, the issues other people have with it, to me, are the same ways it rises above its sequels.

Yes, the controls are awkward at first. But this enforces the feeling of growth because, by the end, you've mastered them, and you think nothing of controlling Samus because it's just natural.

Yes, the game often requires you to shoot at walls with no indication that they'll open the path you need to take. But this enforces the feeling of growth because it makes you feel like you're carving out a path for yourself. In real life, the way forward is never going to be clear. You need to find it yourself.

Yes, the game gives you no direction. But this makes the journey truly your own.

These "issues" make this game feel much more interesting to me. Getting to tear through areas and bosses with new power-ups has always been a strong point of Metroid, but Super pulls it off the best. Finding an upgrade in Super Metroid is way more satisfying than almost any other video game because it truly feels like I found it myself. I got stronger. This also helps better define Samus as a character in the later games: Someone who lost everything but rose back up and found her own strength.

I don't know. Am I wrong for liking what others see as archaic design choices just because I feel they suit the game better? Maybe. Maybe I'm wrong. Maybe not having these "issues" would make the game better. Maybe a remake of this game with Dread-style movement and QOL changes would be the best game ever made. Maybe. But I don't think it would have as big of a legacy as it does now.

Reviewed on Jun 30, 2023


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