A Maze of Murderscapes: Metroid II
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> Samus’ underwear are a reference to what Ellen Ripley wears at the end of Alien, but Alien had a reason for it.
A little OT, but I believe Alien and Aliens may be the only popular movies we'll ever get in which the heroine whose gender isn't treated as anything more than a matter of fact. In both movies, she has nearly zero amount of dialogue relating to romantic interest, and acts and is treated as just someone, not specifically a woman, on the crew...which makes sense given that the character was originally written for a man. Even her climactic victories arise organically from her character background, not in a cartoonish let's-see-women-kick-some-ass, as with the Bride in the Kill Bill series...Early on in Aliens, she is shown proficiently operating a Power Loader because of her past work experience, which foreshadows the final confrontation...in fact, it's funny that Ripley is sometimes referred to as a kickass gunslinger, when it is her inept use of flamethrowers and grenades that inadvertently lead to the final fight.
Anyway, this is just a long way of saying that Alien and Aliens are still not only two of the best action/sci-fi movies out there, but perhaps the only times in a major movie in which the woman is so asexual (the closest comparison I can think of is Marge Gunderson in Fargo)...So when that she does appear in her underwear at the end of both movies...it feels logical (she's getting into the cyrochamber), and not as a contrived way to capitalize off the sexiness of the actress. I guess it was "cool" that Samus was revealed to be a woman at the end, but the race to beat the game to see more of her underwear was an unnecessary bit of game design, IMO.
But for Alien, I would agree.
"All of the names of the main characters were changed multiple times by Walter Hill and David Giler during revisions of the original script by Dan O'Bannon and Ronald Shusett. The script by O'Bannon and Shusett also had a clause indicating that all of the characters are "unisex", meaning they could be cast with male or female actors; consequently, all of the characters are only referred to by their last name (Dallas, Kane, Ripley, Ash, Lambert, Parker, and Brett), and the few gender-specific pronouns (he/she) were corrected after casting. However, Shusett and O'Bannon never thought of casting Ripley as a female character."
>In both movies, she has nearly zero amount of dialogue relating to romantic interest, and acts and is treated as just someone, not specifically a woman, on the crew...which makes sense given that the character was originally written for a man.
It's also interesting that the strongest characters in the movie are women. Ripley is the strongest civilian, Newt the strongest colonist (the only survivor actually), Vazquez the strongest marine (https://www.youtube.com/watch?v=JYkxCzBszOQ), and the queen alien is the strongest xenomorph.
You know, this sentence made me realize that the game Waking Mars is essentially Metroid without the murder. Quite the opposite in fact: you are bringing an ecosystem back to life.
As an aside, Waking Mars is one of few games[1] that I actually enjoyed playing on mobile. It works well with touch and has a nice atmosphere to it that makes exploration fun.
[1] Tower defence games are the only others I sometimes play on mobile.
We should all write like this about video games from our past that made us feel something special.
> Samus’ motives in keeping the last metroid alive are unclear: are they purely utilitarian, or has she had a change of heart? The game’s rules, possibly mirroring Samus’ wishes, don’t allow for the metroid baby to be killed—bullets seem to barely miss or pass through the metroid. Of course, killing the metroid would doom Samus to a slow death deep underground, but this is not immediately apparent.
I didn't ever think about that until just now!
But especially in the two Primes, it feels contrived. I absolutely adored the two games, but there's a feeling the whole thing is a setup for the character. Too many special circumstances in the ice or rock that somehow awaited Samus showing up at just the right time with the right weapon. The earlier games don't have that, I think, and I can see how Super Metroid starts the trend.
Believe it or not, I have never played any of the Primes.
http://www.polygon.com/2015/1/29/7946129/metroid-prime-trilo...
I wish I was as eloquent as the OP in describing the experience, since I would love to have that feeling again. Oh well.
The circumstances of a good game well played can burn in and amplify the experience. So I consider myself lucky, since quite few games feel that much deeper given the state of my life while playing them. I can see and agree with all sorts of flaws in the games, but they'll remain special simply because at the time, they were.
I don't really have much to add to that, except that this is a really succinct way of describing, I think, what you, the author, and I are trying to say.
The original Metroid needed them for expensive loading transitions between areas, as palettes and the scroll buffer were swapped out. Interestingly, they also serve that purpose in Prime... If you've ever shot a door and had it change color to show it unlatched but refuse to open for several seconds, that's the console stalling on loading the area behind the door.
I disagree. Metroids are presented as ready-made bundles of destruction, whom an enemy send across the interplanetary gulf to a target planet.
The risk is not their agency, but their use as weapons. Their lack of spaceflight is a bonus to those who might exploit them, making it easier to use them against only the desired targets.
I know a lot exist, but it feels like if a game has some "story-ness" to it (so not a God game, but something with a narrative), and it has more than a minimum of mechanics (unlike puzzle/adventure games) , the mechanics end up having to be about violence. Maybe I'm wanting to come to this conclusion
By the way, quite a remarkable story in terms of personal experience.
Having played the Metroid games, but not II, reading this explained a lot about the exact inspiration for REDDER (http://auntiepixelante.com/?p=540).
[1]: http://www.kongregate.com/games/CosmicMaher/after-years-in-d...