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Games that defined me #1 Super Metroid

24/08/2009

The ph34r

“The last Metroid is in captivity, the galaxy is at peace…”

Samus’ unearthly decent into the darkest nooks and crannies of Planet Zebus was one of the defining gaming memories of my childhood because it was the first game to scare me. Oh sure around the same time I was jumping and wincing my way through ID Software’s Doom, on edge at the bits where the lights inexplicably flicker on and off. But Super Metroid, oh man, this was a game that crawled under my skin and made a nest.

Everything about the title threw me off balance, the quiet opener: responding to a distress beacon before the heart-in-mouth encounter with Ripley and subsequent dash to escape the exploding station. Linear blasty action, I assumed, would abound. But then we land on Zebus and the nightmare begins. The eerie quiet atmosphere, lack of enemies (only the occasional fleeing insect) before the discovery of the morph ball and a sudden influx of monstrosities set the tale in motion.

What really got deep inside me was the lonely atmosphere. The isolation, captured effortlessly in minutiae (Samus’ mechanical breathing, fighting off malfunctioning robots on a ghost ship) Few environments in gaming have seemed so convincingly alien. It scared me because I was the only human being I saw for the entire game. I was scared because I had no idea where to go or what exactly I was doing in this nightmarish place. I was scared because of the music, a continuous, impossibly hummable death pulse that captured the unease and personality of every environment. At that age the lack of a super mushroom had me positively terrified.

I remember fondly now playing the game with my father, both of us equally unskilled in the language of gaming trying to wrap our head around the passageways and caverns of the planet. I remember silly things like when we finally learned pink doors could be opened with missiles, the elation of discovering somewhere new before the disappointment of hitting yet another dead end of bewilderment, an ensuing arguments inciting my wildly melodramatic cries of “we’re never going to play this game again!” before I stomp off in a sulk.

Despite months of play me and my dad never completed the game, it was too hard, too deep, too mammoth. It was epic and wonderful. It was the moment I learned gaming could be mature without being bloody and violent, the moment I got a taste of gaming the art form. I didn’t realize this at the time of course, I was young and stupid and any SNES game that wasn’t Super Mario related was clearly a waste of my time.

I repurchased Super Metroid a couple of years back. My brain sensitive to the ebbs and flows of pacing, level design and designer cues I plowed through it in 5 hours. I adored it. Unable to believe I couldn’t stand to play it all those years ago. I know now why its impact was so profound and distressing.  It was the notion that Nintendo, my favourite maker of shiny, happy (and exceptional) games, could focus their efforts into something so mysterious, bleak and quietly stunning.

Since then…

Many Metroid games have followed and tried to expand upon Super Metroid’s template with varying success. The series first foray into 3D Metroid Prime is the only one that can stand shoulder to shoulder with the legend. Since then recent games have diluted the original concept: Prime 2′s division of the game world into alternate realities resulted in some infuriating gameplay and the decision to spread Corruption across several smaller planets in an attempt to distil the core mechanics jettisoned the isolation aspect and robbed the series of its labyrinthine element, ultimately proving less memorable as a result.

This post is dedicated to my dad. A man who has completed all the Half Life games and never succumbed to the need for a strafe key. A man who will forever use both hands when attempting a first-person jump (with requisite lunging-forward-in-chair motion)

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LittleBigPlanet

28/03/2009

lbp1

LittleBigPlanet, a Playstation 3 game from British developer Media Molecule is a 2D platform game (using 3D graphics) the game (or in the developers’ own words ‘platform’) is designed with emphasis on user customisation and content creation.

The game is split into two parts, a more conventional single-player mode wherein players play a set of linear levels in a set order and the other being the ‘creation mode’ allowing gamers to create their own levels and objects, options range from simple shapes (blocks, cylinders) to the ability to edit advanced AI routines along with the selection of music and ambient effects offered by the level. These levels are then uploaded to the Playstation Network to be played by other users. LittleBigPlanet is one of a number of recent applications eroding the divison between game and game creation.

By keeping the act of creation intertwined with gameplay itself and refusing to utilize an external level editor LittleBigPlanet makes customization a magnificently rewarding experiance, a fair point made by Edge that Bungie got here first with Halo 3’s Forge, (a system wonderfully exploited with the release of the ‘edit anything’ Foundry map) but where Bungies effort was a tentative toe-in-the water LittleBigPlanet feels like the next logical step and quite frankly blows the bloody doors off in terms of console based user generated content. The game thrives on the results of other players creative endeavors and integrates them within the interface in a way that is smooth and welcoming. User created levels are presented the exact same  way as the Single-Player campaign, there is no downloading, only loading the next piece of content. That said LittleBigPlanet has suffered its own setbacks, as servers fill up with Mario clones and other game ‘homages’ nasty questions are once again raised about that modern UGC bugbear ‘copyright infringement’ and Media Molecule have already come under fire for their ruthless moderation style, deleting player-made levels from their system without warning. 

One of the biggest setbacks of amateur content design (massively differing quality aside) is it feels like pulling back the curtain. Elements of gameplay that before provided oohs and aahs of pleasure are reduced to sprites, 3D objects and scary looking programming routines, all such things are fine if you’re part of the computer hardcore. Yet LittleBigPlanet negates this on a level that goes above and beyond any other game I have seen (I’m looking at you Spore) and in this case behind the curtain there is only your imagination, on the other side is your audience.

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