Comments on: The Anatomy of Metroid II : 4 : Re-shafted http://www.anatomyofgames.com/2013/11/26/the-anatomy-of-metroid-ii-4-re-shafted/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: Javier http://www.anatomyofgames.com/2013/11/26/the-anatomy-of-metroid-ii-4-re-shafted/#comment-2206 Wed, 27 Nov 2013 06:02:41 +0000 http://www.2-dimensions.com/?p=9310#comment-2206 That´s true, and with the help of a map I wouldn´t have missed the Spring Ball… Even from a conceptual point of view Samus would still be alone and mostly lost in the cavernous depths of that planet even if her suit had some form of rudimentary GPS to keep track of where she had been.

But back in those days players were used to be left to their own sense of orientation… Many excellent, complex games like Blaster Master for example, were sorely lacking a map (and a save feature in that particular case)
As you point out, (and I hadn´t noticed, even though I surely benefited from it) the producers of Metroid 2 even went the extra mile to put unique enemies as a sort of landmark to help with this problem, instead of providing a mapping device. Maybe this apparent no in-game map policy was a conspiracy to boost the sales of Nintendo Power?

Luckily three years later the sequel would address that issue in such a trend setting way!

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By: J. Parish http://www.anatomyofgames.com/2013/11/26/the-anatomy-of-metroid-ii-4-re-shafted/#comment-2205 Wed, 27 Nov 2013 00:07:26 +0000 http://www.2-dimensions.com/?p=9310#comment-2205 I wouldn’t want a map in Metroid II to show me where to go. But it would be incredibly useful to help keep track of where you’ve been. It’s easy to overlook a passage when they all look so similar.

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By: Javier http://www.anatomyofgames.com/2013/11/26/the-anatomy-of-metroid-ii-4-re-shafted/#comment-2204 Tue, 26 Nov 2013 23:52:11 +0000 http://www.2-dimensions.com/?p=9310#comment-2204 I hadn´t noticed how not only the Spring Ball but all the other power ups besides the three you mention were actually optional… Even the Varia Suit is there just to make things a bit easier, but there is no environmental hazard that requires this extra protection to advance, unlike the sequel. Your deep analysis is showing this game has an even more unique design approach than it was already apparent.

Also, I agree with Jama in the comment above about the map. It wasn´t really necessary to include such a feature in a game where backtracking is not only not required, but almost discouraged. But the most important element that would be hampered by an automap would be the feeling of being lost in the lonely and dark bowels of an hostile but almost completely deserted alien planet.

This game relies so much in the lingering feeling of dread it can leave on the player with its atmosphere, its sounds, its overall creepiness, that it must have been the designers deliberate claim to fame for this project. This isn´t at all the most fun to play game in the Game Boy library, but those of us who completed it in our childhood on the old green screen will never forget it, even if the desire to play it again, even after 20 years, is non existent, at least in my case. But it made an experience for the ages.

As they said in the Gamepro review that convinced me to get the game, “No other Game Boy cart can grab and hold your imagination like Metroid 2” And at that moment in time that was absolutely true.

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