it took me ENTIRELY TOO LONG to understand that this is a quintessential video game. my past attempts at plumbing its depths have failed—it felt cramped and clunky compared to super metroid or even the nes original. every so often i would make another failed attempt and come away with the impression that it was one of those "you had to be there" experiences and i had simply missed the boat forever... (i scarcely even knew of it until after i had played SUPER metroid, despite my age (i turned 11 in june of 1991, setting na release dates aside)) which sort of reinforced my uncertainty about its whole appeal, because, i mean, i HAD a game boy and i love and cherish the handheld mario and zelda games of the same era. what was i missing?

maybe first and foremost—and i am certainly not saying anything new or revelatory, here—that cramped screen space is a boon to the claustrophobic atmosphere of this thing, definitively setting it apart from other games in the series. you especially begin to feel this when you've made some progress and begin to hurt for a map, or some indication of where precisely the metroids you've yet to find and defeat may be lurking. the sheer empty darkness of these chasms is both smothering and informative of the barely fathomable scope of the world around you. this rules! metroid 2 is a HORROR game. its music often being sparse gothic dirges, all discordant 4-bit harpsichord, pulse wave doom and skittering alien noises, the vibe is relentlessly eerie. an even spookier precursor to the dank jams of castlevania: harmony of dissonance. it takes you back to a time when nintendo weren't afraid to experiment and make strange, almost avant garde art with their games. this is just about a masterpiece of exemplifying the beauty of technological limitations.

i won't get deep into the storytelling aspects, but one of the more impressive things to me, here, is the fine balance of streamlined, almost arcade game like flow to things (read: yes, it can feel a bit repetitive (though i DO feel this has been overstated, as the quake and lava-lowering that marks its gated progression is actually pretty satisfying when you've been hunting for a while...)) and environmental, cinematic (dialogue-free) storytelling. the events of super metroid resound in my mind now that i have my own experience with the oddly bleak return of samus in there, too.

(note: i played this in retroarch with one of those game boy color shaders that represents the handheld's screen as a frame around the game itself and i 100% recommend this.)

(extra side note: if metroid was inspired by alien, metroid 2 would seem to be obviously inspired by aliens in that it is primarily a mission of extermination... but it also presages the ideas of prometheus—specifically with regard to the fate of the chozo and the engineers and their role in the existence of each's lethal cosmic progeny—in some pretty interesting ways. makes u think.)

Reviewed on Sep 03, 2021


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