Showing posts with label Metroid. Show all posts
Showing posts with label Metroid. Show all posts

Sunday, December 13, 2020

3D Printing

As I've mentioned on my RPG blog, a couple of months ago I got a 3D printer.  While I've mostly been using it for D&D stuff, I thought I'd post some pictures here of some of the non-D&D things I've printed.

Build-A-Viper Kit

Build-an-Enterprise Kit

Pencil Holder

2 Sizes of Grogu

My Desk

Medusa Pendant

Samus Aran - Still needs some touch ups.

Life is Strange characters

Life is Strange pendants

Life is Strange fridge magnet - 3D printed the figures, cast in resin in a pickle jar lid.

Life is Strange fridge magnet




Sunday, February 28, 2016

Samus Aran: Chozo?

On my personal blog I recently made a post about whether or not Samus Aran was transgender.  But while writing it, one little thing bothered me and I thought I'd expand it into a full blog.  Plus I just really like babbling about Metroid.

I first played Metroid in 1986.  I immediately fell in love with the universe, even though not many details were actually given.  The instruction booklet had some info about space pirates, the Galactic Federation Police, and other events leading up to the game, but that's about it.  I scanned all other media for more information, and I accepted whatever I found as canon.  One Nintendo magazine said that Samus used to be an acrobat.  Boom, canon.  Kid Icarus had an alternate version of Metroids called Komaytos.  Boom, shared universe canon.

I was convinced there were further secrets in the game if only I explored hard enough.  There were so many secret areas (actually glitches) you could reach by letting doors close on you and climbing up through the walls.  I just knew if I found the right one, I'd get to see more of the story.  One of the secret codes was "Justin Bailey" - I was sure that was the name of another character in the Metroid universe.

While there were elements of Metroid in other media (such as the silly "Captain N" cartoon), real canon information would not be forthcoming until the release of Metroid 2 in 1991.  Until then, I had to make up my own story.  So, I drew my own comics.  First I drew pictures of every enemy in the game.  I drew and defined several different types of metroids, basing them off the instruction booklet, their appearance in the game, and even other fan art.  Then I started drawing my own original enemies and allies.

In 1989 I drew a really bad comic book adaptation of the Metroid game.  I followed this with two additional issues, the second of which was a collection of short stories.  At one point it crossed over with another sci-fi comic I was drawing, The Bounty Hunters (which starred Boba Fett).  Finally I combined both universes into one, with a series called "Space Stories". I continued drawing Space Stories all throughout high school, college, and a bit beyond.

In my universe, the Space Pirates were humans, who dressed like ancient Earth pirates despite their futuristic technology.  If I'd known how they'd eventually look in Super Metroid, I would gladly have gone with that instead, because my designs were ridiculously silly.  My version of Samus Aran had green hair, because that's what she looked like when I played her in the game.  When I later realized that her hair's only green because of the Varia suit, I threw in a line about her dying it green.

So yeah, the lack of real canon, combined with my own dumb ideas, made me write a lot of crazy things.  Now, I loved the next two sequels - Metroid 2 (Gameboy, 1991) and Super Metroid (SNES, 1994), but they didn't really expand the universe much.  Goofy as it was, my comics were still the best canon I had.  So, when Nintendo finally got around to fleshing out Samus Aran's universe, in some ways it was already too late.  I'm glad they made the effort, but the results didn't always make me happy.

For one thing, they finally gave Samus an official look for when she's out of uniform.  There had been several shots of her unarmored form before, in strategy guides and issues of Nintendo Power, and of course at the end of the various games.  But none of these were consistent; they all just looked like someone told the artist, "Draw a woman."  It wasn't until her "Zero Suit" that they all started drawing her the same way, and I can't say I love the result.  I was hoping for someone sort of butch, attractive but still tough looking.  Instead we got a blonde centerfold with bosoms that defy gravity.  I've grown to accept it (I even main ZSS in Smash Bros), but it's definitely not what I would have chosen.

And then there's her personality in "Other M"... Okay, I'm not going to go into too much detail here, because the internet's already full of bad Other M reviews.  The gist is that Samus acted way too subservient in that game.  To be fair, it's possible they were doomed from the start.  Samus Aran had been around for 24 years by that point, and the earlier games didn't really show much of her personality.  During that time different players had built up different ideas of what her personality was like, and when Other M didn't line up with their headcanon, it felt like betrayal.  But that's just a possible explanation, not an excuse.  It really isn't a very good game so don't look to me to defend it.


But the thing the bothered me the most was...  the manga.  I'm sorry, I know that's sacrilege for some people.  But the "raised by Chozo" thing really ruined my headcanon.  Okay, some background for those who don't know what I'm talking about.  In the original Metroid, you occasionally find powerups held by statues of strange bird people, called Chozo.  In the manga, it is explained that Samus was orphaned as a child, and raised by Chozo.  They trained her to be a good fighter, and infused her with technology.  This explains why their weapons are compatible with her suit.

It's not a terrible explanation, but here's my problem.  When I played through the original Metroid, I always felt like the space pirates had built their base in the ruins of some unknown ancient civilization.  As Samus explored it, I thought it was cool that it was as mysterious to her as it was to the player.  Who were these weird bird people?  What killed them off?  Why does their ancient technology work so well with her suit?  I hoped these questions would be answered in future games, but not as backstory.

The developers admit some of their inspiration came from Alien, so I'll use that as an example.  Remember when the landing party in Alien entered the bizarre ship, and came across the long-dead "Space Jockey" sitting at the control panel?  Remember the sense of awe?  This creature was obviously technologically advanced, and yet it also looks so old.  And despite its power, something killed it from the inside.  Now what if Kane had suddenly said, "Oh, these guys.  Yeah, I grew up living next door to some of these dudes.  And that means this must be an egg transport ship.  Make sure we avoid the cargo hold, there's facehuggers there."  Doesn't that kill the mood a bit?

So, no, the Chozo story is not for me.  I can accept Samus being transgender, but raised by bird guys is too much. 

Tuesday, September 14, 2010

Metroid: Other M

I thought I wasn't going to get to play the new Metroid for while, because I just couldn't fit it in the entertainment budget for a couple of months. But then my friend Chris bought it for me. He's also the one who gave me his old X-Box 360 a while back, when he upgraded to a newer model. I kept meaning to thank him for that publicly, but never got around to it, so I'll do it now:

Chris, you're awesome.

Never mind that we're polar opposites on every issue from politics to religion; that has no bearing on true friendship. Chris has always been something of a conversational sparring partner, but I've found I need that. People should challenge their beliefs now and then, else they run the risk of believing silly things for no other reason than they've always believed it. Besides, I love to debate, and I often get along better with people with whom I can argue. So I hearby grant Chris the honorable title "Greatest Of All The Living Individuals Currently Known, Especially Republicans" (actually that's a little wordy, maybe I'll just use the acronym "G.O.A.T.L.I.C.K.E.R." for short).

So anyway, Metroid: Other M. I'm not very far into this game, so this is more of a first impression than a full review.

I thought that this game was supposed to be reminiscent of the classic Metroid games, but it turns out it's something entirely new. The controls are not like any of the previous games, 2D or 3D. While the game is mostly third person, you can walk in all directions: left, right, towards or away from the camera. So even though the background doesn't rotate in third person mode, it feels like you're playing something like Mario 64. Some sections of the map are left/right, like classic Metroid, and some sections are forward/back, so so you find yourself staring at Samus's back as she runs forward. The level map is an overhead view of the level, unlike the 3D Metroids (where the entire map was 3D and went in all directions), and unlike the 2D Metroids (where the map was a left/right cross section and made you wonder if any part of the pirate fortress was more than 20 feet wide).

You can switch to first-person view any time you want, but you can't move around while in first-person, so it's mainly used when you're trying to find something in the room. That's also the only way to fire missiles or use the grapple beam. This makes some of the boss fights very difficult, since you have to keep switching back and forth. You'll use third person for running around and dodging the creature's attacks, then you'll switch to first person to lock on to the creature's weak points and fire your missiles. And of course you'll end up going back and forth like that several times before the boss dies. It can be quite disorienting.

The previous Metroid games were built around exploration, but this one feels more like an action game. While the older games had you generally taking out one or two enemies at a time, this one has you constantly getting surrounded by enemy swarms, and you have to shoot in every direction to take them out quickly. Your shots auto-aim at the enemy closest to the direction you're facing/pressing, so you don't have to aim upwards or anything if an enemy is flying. You also have some physical attacks when enemies get too close, so for the first time you're not just shooting at enemies. The available moves depend on the enemy; for example, one particular enemy can only be killed buy jumping on it's back and shooting it in the back of the head (a move that doesn't work on other creatures).

Some fights are pretty difficult. However, save points are frequent (so far), and sometimes when you die it will start you at a nearby check point. Enemies don't drop anything, so you have to rely on save points to fully recharge. You also have the ability to recharge your missiles (and some of your health, if it's low) any time you're not currently in battle. And even when you hit 0 hit points, you don't always die right away. The game sometimes gives you a chance to run to safety and do the recharge move, while your hit points fluctuate between 0 and 1. So if you can just avoid the monster's death blow, you might be able to get a second wind.

Exploration-wise, it's a lot more "on rails" than any Metroid game I've played so far. It feels most like Metroid Fusion: There's a guy in the command center who unlocks doors for you, and sends you messages telling you to check out a certain area. Samus technically starts will all the attachments she had at the end of Super Metroid, but isn't allowed to use them until they're unlocked by the same command guy. So it looks like the only things to find are additional missiles and energy tanks. Hidden items are marked on the map, so you know when there's something to find, but you still have to figure out how to get to it. Sometimes this involves going into first-person mode and moving your cross-hairs over every single pixel on the screen until you find the secret place where you can lock on.

The movie scenes are very well-done, and it looks like Samus is going to keep having flashbacks throughout the game that tell more of her childhood. That might not interest everybody, but I'm looking forward to learning more about Samus Aran. I've read that the flashbacks upset some fans, because it doesn't follow the continuity previously established by the comics and manga. However, I never liked the origin stories I'd previously read (they involved Samus being raised by the same Chozo creatures that left item-holding statues all over Zebes... give me a break), so I look forward to seeing what the story is now. I hope this one lets you play as Zero Suit Samus at some point, like in Zero Mission.

It also has a couple of elements that remind me of the "Survival Horror" genre. Like you'll come across a corpse (sadly not graphic or bloody, but what did you expect from Nintendo), and Samus will say something like, "What could have done this?" Then a few minutes later some creepy thing might burst through the wall and attack you. Or you might catch a glimpse of a strange-looking enemy through a window or on a monitor before you get to face it later. I've found one "instant death" scene so far. I was climbing up an elevator shaft, and had to stop when I reached the bottom of the elevator. Then a tough monster showed up below me and started climbing up towards me. I found a place I could shoot that made the elevator fall, killing us both instantly. The checkpoint started me out right before that room. This time I found an alcove to stand in before I shot the elevator release thing, killing just the monster and letting me climb farther up the shaft.

I'll say this - Though I'm having great fun, so far it hasn't wowed me. Other than the Metroid name, there really isn't much to write home about. It's like when you buy a game based on a movie, and it turns out to be just another generic shooter or beat-em-up, but you still like it anyway because it's cool to control your favorite character. I mean, sure, the Teenage Mutant Ninja Turtles arcade game was pretty much just Final Fight with a makeover, but it was still more fun cracking heads with a turtle. If they ever got around to making a Metroid movie, this is probably what the tie-in game would be like.

It feels like they tried to take Other M in too many directions at once. The action doesn't control quite well enough to compete with true action games; in fact it feels like some of the early attempts to make a 3D Contra game for the PS1. The exploration aspect feels like they tacked it on (Manager: "It's a Metroid game! You have to give them something to find!") I kind of wish they'd played up the Survival Horror angle - I've always wanted a good "Resident Evil in space" game, like "Project Firestart" for the Commodore 64.

But please don't think I'm not enjoying it. I'd rather play the worst Metroid game than the best game of any other series, and this is not the worst Metroid game. It has its flaws, but overall my biggest gripe is that I just can't find the time to play it.

Sunday, May 31, 2009

Metroid Geek

Huzzah! In a couple of months, they're releasing "Metroid Prime Trilogy" for the Wii! All three MP games, on one disc, updated with Wii controls! I'm a huge fan of the Metroid series, but I never owned a Gamecube, so I missed the first two MP games. Yes, I know the Wii can play GC games, but I'm glad I waited anyway, because I love MP3's control scheme.

The original Metroid for the 8-bit NES was one of my first true loves. The first thing I ever heard about the game was the ending. Um... spoiler alert... the main character turns out to be a woman. That would have been enough to sell me in itself - I always like female leads, and Mulan-type plot devices. But then the game threw in dozens of other cool features. You have a cannon for an arm. You can turn into a ball. Exploration. Multiple weapons. Sci-fi setting. I simply had to own the game.

I remember being very into the game's plot. Now, we're talking about a time when some games actually did have well-developed plots, but those plots were only told through the instruction manual. With Metroid, there's a paragraph of text in the opening splash screen, and another paragraph when you beat it. Everything else is up to you to figure out. But the manual had several pages worth of exposition, explaining where the Metroids came from, and why Samus was hired to defeat the pirates. I won't lie, it was fairly cheesy. But I liked it so much at the time that drew my own comic books based on it.

*old geezer mode* Kids these days just don't know how easy they have it. I don't know why they even keep printing those gall-darn instruction booklets, nobody reads them any more. Nowadays the plot is laid out in front of you as you play, and even the controls are taught to you one button at a time in the annoying tutorial mode. Why, the first time I played "The Legend of Zelda", I didn't know who Zelda was, what I was looking for, or how to bomb rocks to find secret entrances. And I didn't have no newfangled internet to look it up, either. I had to make do with my intellect, perseverance, intuition, patience, skills, and several hundred dollars worth of Nintendo Power magazines and strategy guides.

Another thing I liked about Metroid's plot was that it reminded me of the Alien movies. (There's a pretty good comparison at this site.) Alien has long been my favorite horror movie, and Aliens my favorite action flick, and of course they never made an Alien 3... seriously, they didn't... don't make me get the hammer... *ahem* Where was I? Okay, so cosmic jellyfish aren't anything like the creations of HR Giger, but there were a few plot similarities that I found entertaining at the time.

It was also one of the first games I played where the sequels formed a coherent storyline. Okay, there was the issue of, "Why doesn't Samus still have all the weapons she gained in the last game?" But I really enjoyed how the first game's ending led to Samus Aran's Metroid extinction mission in the second game, and how the one surviving Metroid at the end of Metroid II set up the plot for Super Metroid. The three make up a perfect trilogy, and any games after that are just a bonus.

Compare to Zelda - the second game was clearly a direct sequel, but what was with the third? The SNES Zelda was an incredible game, but when did it take place? Was it a sequel or a prequel or a remake? There are dozens of Zelda games now, and some of them are sequels to each other, but it seems like they reboot the franchise every third game or so. I hate it when the sequels screw up continuity like that. Like in Tetris - the pieces used to be called Tetrads, but now they're called Tetrominos. I mean, I can't even keep up with the storyline any more. Did the L-piece survive the war? Did the square-shaped piece ever avenge his father's death? For a while there was even a rumor that the straight piece wasn't really straight, but who can keep track any more?

...but anyway...

My take on the Metroid series, in not-quite chronological order:

Metroid (NES) - The game that started it all was really impressive back when it was released. It practically invented a lot of elements that are still being used in games today. It was one of the first side-scrollers to feature exploration instead of just moving to the right. It was one of the first console games made with the intention of NOT beating it in one sitting, instead giving you a password feature for continuing. The idea of a woman in a power-armor spacesuit with arm-cannon... well, the concept screams "Anime", but this was before Japanese animation was really flooding the States, so to me it was a brand new concept. Really, just having a female protagaonist was pretty new to me. Samus is by no means the first female game character, but she was one the earliest female video game badasses. (And I strongly suspect that Ms Pac-Man was actually Pac-Man in drag.)

However, the game itself hasn't really aged well. I love classic side-scrollers, but for me things really took off around 16-bit. I very much appreciate this game for starting the beloved series, but I will probably never play it again without updated graphics. I hate to say it, but the game's universe is better than the game itself. It's fairly damning to admit that I'd rather re-read the instruction booklet than to play the game.

Metroid II (Gameboy) - In many ways better than the first game, but I wish it hadn't been on the Gameboy. It had better play control than the first, and even had improved graphics (which is surprising, considering the system). But with the black & white screen, it was hard to navigate. You couldn't always tell what area you were in, making it difficult to know where to go next. This problem was compounded by the lack of visible screen area. Even playing it in color didn't improve things much.

Super Metroid (SNES) - IMO, the best video game of all time. Spot-on-perfect play control. The best graphics 16-bit had to offer. Lots of areas to explore, tons of weapons and items to find, and most importantly it was FUN. I do have one complaint, however... there was one special move, where you could bounce off of walls, that was too difficult to pull off. It was made worse by the fact that there was one area you could not pass without using this move. With enough tries you will make it, and once you do, you never have to do it again. But it's tedious, and is an unfortunate black mark on what could have been history's only 100% perfect game.

Metroid Fusion (GBA) - This didn't wow me, but it was nice after all this time to play another side-scrolling Metroid game. Regarding graphics and play control, it's probably every bit as good as Super Metroid, but I didn't really care for the set-up. The way it herds you around different sections of the space station make the areas feel too much like levels, giving the whole game a more "video-gamey" feel. The exploration is still there, but it's just a little too controlled. Enjoyable, if forgettable.

Metroid: Zero Mission (GBA) - This did wow me, but only because I'm such a Metroid geek. Zero Mission is a remake of the first Metroid game, but with SNES-style graphics, better play control, and actual exposition. I thought it was a little short, but a lot of handheld games feel too short to me. My only real regret is that with the release of the DSi (which no longer plays GBA games), that Zero Mission is effectively off the market. I hope it turns up again for another system, perhaps as a two-pack with Fusion. Or maybe they could alter the graphics enough to look good on a TV, and release it for Wii's Virtual Console.

Metroid Prime Pinball (DS) - I'm going to pretend this did not happen.

Metroid Prime Hunters (DS) - A beautiful game considering it's on a handheld system, but unfortunately marred by a complicated play control system. The game actually gives you two completely different control setup options, probably because they realized neither one was very good. Hunters is intended to be played online against other players, so the 1-player mode feels tacked on. However, the online mode is rough on beginners, since you will undoubtedly find yourself in a deathmatch against a pro. So you have to play through the bland single player mode just to learn the controls, in the hopes that you won't get creamed quite as quickly in the deathmatches.

Metroid Prime 1 & 2 (Gamecube) - I'll know in a couple of months.

Metroid Prime 3 (Wii) - A truly wonderful game that makes me wish I was still a kid. The controls feel complicated at first, but within 30 minutes you're Samus Aran. Your right hand is your arm cannon, and you use it just like she does. The nunchuck moves you, and the setup works so well, I never again want to play a First-Person Shooter using two joysticks. Even mouse/keyboard pales in comparison. There is simply no FPS control setup that works more intuitively than the Wiimote/Nunchuk combo. It's like your right hand is playing a "Duck Hunt"-style light gun game, while your left hand is exploring 3D worlds. It might take a little more practice for the stubborn, but it really pays off.

That said, Metroid Prime 3 is not a perfect game. It has some long (but creatitively-disguised) load times here and there, and some of the puzzles are too difficult, and sometimes you feel really lost if you get off track. Some of its features are designed for anal-retentive collectors, those who are determined to probe every square inch of the game. (I used to be one of those people.) And, towards the end, it actually features an escort mission. What idiots put that in? Don't they know that gamers got together a couple of years ago and officially declared escort missions to be the worst thing in the history of the universe?

But despite the flaws, it's still an incredible gaming experience. My nostalgic side still prefers Super Metroid, but the games are so different it's apples-and-oranges.

Related games - Metroids also appeared in Kid Icarus (under the name Komayto), while Samus has had cameos in games like Tetris (NES version), Super Mario RPG, and the Smash Bros series. I mention this only to show off my geekiness.

Minor rant, I was a bit disappointed when Nintendo finally settled on a design for Samus Aran's out-of-suit appearance. They'd featured the occasional unhelmeted drawing before, in places like Nintendo Power or the "Captain N" comic books, but it wasn't until much later that they seemed to pick one version and stick with it. What they picked - a blonde bombshell who looks like a Playboy model - is disturbing to me. She looks more like a "Dead Or Alive" fighter than a space bounty hunter. Is this the most creative they could get? Did they have to make her every 15-year-old's sterotypical vision of perfect beauty? Shouldn't she look tougher? Did she even have to be human? At least they could have made her a cyborg. Don't those watermelon-sized bosoms make it difficult to squeeze into that armor?

In the original game's instruction booklet, they say, "...but his true form is shrouded in mystery." Of course this is foreshadowing that she turns out to be female, but couldn't they have played with that a little? Given her a reason to be mysterious? Sure, her second-quest appearance in the original game looked like a normal human, but the sprite didn't have a lot of detail; they still had the leeway to make her more interesting. I don't hate her because she's beautiful. I just wish Nintendo understood she didn't have to be.

But whatever. I still love the series, even if I don't agree with every decision or play every game. It's going to be a long wait till August.

Update: Shortly after posting this blog, I learned of "Metroid: Other M" that was previewed at E3. Looks awesome, and I can't wait to find out more. I am a little worried about the play control, but I'm sure they'll pull it off.

Update 2: My early impressions of Metroid: Other M are here.  I'm no longer sure they pulled it off.