Thursday, May 25, 2023

Metroid Prime 2: Echoes Review

 (Originally published to Glitchwave on 5/14/2023)













[Image from wikipedia.org]


Metroid Prime 2: Echoes

Developer: Retro Studios

Publisher: Nintendo

Genre(s): First-Person Shooter, Action-Adventure

Platforms: GCN

Release Date: November 15, 2004


Rejoice, fellow Metroid fans; for once Metroid Prime was released to mark Metroid’s debut in the third dimension, and the franchise didn’t crawl back under its dark, damp rock for another decade of hibernation. At least, this was the case for a while until Metroid once again upheld its reputation as the Snorlax of Nintendo’s franchises: massively conspicuous, yet disappointingly dormant. Nowadays, it’s uncertain whether or not Nintendo will follow up on Metroid’s third wind after another ten-year interval of silence, a worrisome state for Metroid fans everywhere. Back in the 2000s, however, it was a fantastic time to be a Metroid fan, as the tidal wave of Metroid Prime’s success reverberated for the duration of almost two whole gaming generations. Metroid Prime 2: Echoes was the direct successor to the first game’s newfound glory, and the game was released in the time of a standard sequel as opposed to a whole life’s worth of events passing by the time Samus reappears. Metroid Prime 2 was also as exemplary a 3D Metroid title as the first, advancing what is typically a 2D game one polygonal space beyond itself and doing so masterfully. Yet, Metroid Prime 2 wasn’t met with the same level of awe-stricken delight, as the public merely deduced it as a sequel that fulfilled all of the expectations that the first game established. I suppose Metroid Prime 2 had an inherent disadvantage. People were no longer catastrophizing over the troubling notion of Metroid Prime’s American developers and their ambitions murdering the franchise in cold blood, but anything in Metroid Prime 2 couldn’t have been as astonishing as the first game since we had seen the template the developer referenced to craft it. Also, this was the first Metroid sequel on the same console as its predecessor, so both look and feel wildly similar to one another. Still, Metroid Prime 2’s sequel status meant that the game could relax and use the comparatively less pressured development period to do what a sequel does best: grease the loose screws from the first game that are still wobbly.

Because Metroid Prime is a direct sequel to the first game, the game’s events take place after the final resolution of the first game instead of flirting with their sequential releases in a Zelda-esque nonlinear timeline as the first Prime title did. However, most people who played the first Metroid Prime wouldn’t be able to even guess the opening conflict of the second game, as the sequel’s main antagonist was only revealed to those who had meticulously taken the effort to scrounge up every missile upgrade and scan an encyclopedia’s worth of Tallon IV lore. For those of you who felt content facing the final boss with a marginally less capable Samus, a being formed from the dark antimatter Phazon called “Dark Samus” rises from the wreckage of Metroid Prime’s demise. This shadowy apparition isn’t only referred to as “Dark Samus” due to her (it’s?) uncanny resemblance to the bounty hunter and dark complexion. The Phazon-fueled phantom is malevolence incarnate, with a mission of desecrating all natural life and causing Samus a lot of grief in the process. Dark Samus plans to enact a terrible catastrophe on the distant planet Aether, a place where Samus must trace the signal of a distress call. Aether used to be the thriving civilization of the human-moth hybrid creatures called the Luminoth, but have suffered an apocalyptic fate similar to the crumbled society on Tallon IV. The noxious threat to Aether is the Ing, tar-black bullies with parasitic natures so pernicious that it spells doom for any planet they come across. If the harrowing sequence displaying the Ing slaughtering an entire fleet of space mercenaries is any indication, the threat that they pose is tremendous. The Ing have all but wiped out the Luminoth people, except for one of their spiritual leaders named U-Mos who resides at the helm of Aether’s Great Temple. He instructs Samus to connect the other energy controllers located across Aether’s three other districts, for this unification will restore the planet’s vital energy source. While the premise of Metroid Prime 2 is eerily similar to that of the first Prime game, the Ing are a more tangible presence that makes them a more interesting force of great evil.

In order to cross the four invigorating streams of light in Aether, Samus must first find three keys that open the door to the dark version of that area’s temple. The Ing have usurped the energy from these temples, and Samus must retrieve the energy to the light world counterpart to the rightful Luminoth owners. This consistent collection process is a perfect segway to discuss Metroid Prime 2’s main improvement over the previous game, and that’s its level design and sense of progression. Backtracking is often perceived as a negative aspect of the Metroidvania genre and in gaming in general. While I’m often a staunch defender of backtracking, especially in the Metroidvania genre due to its specific design philosophy, roaming around creation in the first Metroid Prime admittedly did become rather tedious. Objectives were jotted on the map via signal transmission, and they usually led to retrieving one of Samus’s misplaced suit upgrades. The player had the freedom to meet this objective at their own pace, but the game often inhibited other paths of progression until the main one was met. Traversing to this plotted point on the map would often force the player to take the Bataan death march across Tallon IV’s five districts just to immediately make the same grueling journey back to where they were when given this objective to use the new upgrade. This frequent escapade is why the area of Magmoor Caverns became especially tiresome, acting as Tallon IV’s molten mezzanine. In Metroid Prime 2, individual objectives are endemic to the current area Samus finds herself, whether they be obtaining a gadget or finding the three keys to unlock the door where the dark energy controller is located. This is the standard level progression for each area, and the comparatively contained design makes the pinnacle objective feel more climactic with a satisfying sense of completion. All the while, each area is stacked with those rich Metroidvania elements that make the genre so enticing. Aether’s world map is also constructed like a pyramid, which means that each area has an elevator that conveniently leads to the others in the rare instances of backtracking. Samus will still receive notifications to guide her on where the next point of progression is, but they happen much less frequently, only when the game feels as if the player is hopelessly lost after straying from the intended route for some time. No longer does it seem like Navi has intercepted a satellite transmission that beams into Samus’s suit.

In addition to triumphing over the first Metroid Prime’s areas in terms of progression and overall design, Aether’s districts are also superior in their aesthetic merits. Each area of Tallon IV was visually stunning, especially for being the first three-dimensional rendering of a Metroid world. However, anyone who played Super Metroid will notice some eerie similarities between Metroid Prime’s areas and those of the franchise's then-last 2D outing. The Tallon IV overworld was another watery grove as Crateria where Samus felt comfortable using the area as the docking bay for her ship in assuming that the only force of nature attacking the spacecraft is the inclement weather. Magmoor Caverns almost proves that Metroid cannot refrain from implementing a claustrophobic area revolving around dodging pools of lava similar to the classic example of Norfair. Metroid Prime 2 proves that the franchise isn’t a one-trick pony in crafting areas in outer space that are appropriately tense and imposing. Right off the bat, it’s difficult to describe the topographical layout of the Temple Grounds. The perimeter outside of the Great Temple that intersects every other area at different angles is an arid canyon composed of some borderline expressionist architecture caked in layers of insect webbing and eggs. The atmosphere the aesthetic conveys is not the same as the long period of decay since prosperity like in the Chozo Ruins. Rather, it feels like Samus has found herself in the beating heart of some extraterrestrial insect hive. It’s difficult to discern whether or not the area looks this way from the Luminoth’s initial design, or whether this is now the breeding grounds of the lesser creatures that inhabit the area because of how barren it has become. It’s a far cry from the placid wetlands where Samus usually keeps her vessel in and if I were her, I’d worry about returning to it entangled in a ball of web the size of a boulder.

The rate of deviation Temple Grounds makes from Metroid area tropes may seem compromised by the following Agon Wastes and Torvus Bog, seeing as they share strong similarities to the areas from the previous Metroid Prime. However, this is merely a surface-level observation. At first glance, Agon Wastes recalls the sandy remains of the Chozo Ruins, with Aether’s own new line of scavengers taking advantage of their desolate ecosystem. Torvus Bog is yet another Metroid wetland situated in the far west region of Aether, making us all wonder why Samus didn’t choose to rest her spacecraft here as usual. Upon exploring these districts of Aether, the initial comparisons stemming from their aesthetics will shift to comparing both of them to Phendrana Drifts. The snowy peak of Tallon IV showcased a particular design in which the frost that covered the organic, breathtaking outside contrasted with the hazardously dim corridors of the Space Pirate Laboratory, and both sections of the area were of relatively equal space. Entering Agon Wastes from the Temple Grounds presents the vast desert wasteland which seems even more sterile than the former Chozo metropolis. After excavating through the land’s rocky cliffs and strangely translucent, holographic foliage, the good ol’ Space Pirates have made their presence known by erecting another laboratory on Aether that houses the same breed of metroids found on Tallon IV. Persistent bastards, aren’t they? Agon Wastes chooses the best-designed area from the previous Prime title to introduce another dune-oriented district instead of replicating the one we were already acquainted with, along with improving on its inspiration by making the area more navigable with a more circular layout. That, and we can all be grateful that the laboratory here never loses its power source, so Samus doesn’t have to wander skittishly through the dark. Underneath the marshy surface of Torvus Bog is the area’s hydrochamber, a pumping station submerged almost entirely in the brackish backwash of the bog’s constant drizzle. While the parallels between how Torvus Bog borrows from Phendrana’s design are less obvious than Agon’s, the contained industrialized section of the hydrochamber still rivals the perimeter presence of the overworld. Also, the Grenchlers are more viscous versions of the Sheegoths in a temperate climate. The one area in Metroid Prime 2 that draws no direct comparisons is Sanctuary Fortress, and its sheer originality makes it the stand-out area of Aether. This cybernetic city in the sky is arguably the most futuristic section of any Metroid game. An electric, neon aura permeates through its abstract aesthetic, and its architecture with wide chasms and a series of elevators makes its overall design just as convoluted. Even though looking out on the lights below the area contradicts its placement with the rest of Aether, it only heightens its intended magnificence. Aether’s muted color tone also gives it more character and aids in the cohesiveness of the world as opposed to the varied level tropes seen across Tallon IV’s districts.

Of course, the most essential dichotomy illustrated in Metroid Prime 2 is the one between Aether’s light and the dark realms. Not since A Link to the Past has Nintendo implemented this dynamic as a method of dividing a game’s world and narrative with this classic contrast. Unlike A Link to the Past, Metroid Prime 2’s dark world does not comprise the harder second half of the game, and the surreal weight of this otherworldly dimension does not transform Samus into her fursona either. In fact, Samus must consistently work with both the light and dark realms in conjunction with one another after she finds the first portal in the Agon Wastes early in the game. Shifting the light and dark worlds throughout the game highlights a layered relationship between both realms. For example, a bridge in Torvus Bog is inconveniently facing the direction opposite the door needed to progress through the area. Only by warping over to the dark world and activating the switch with a power bomb will the bridge turn to the optimal direction. A similar progression sequence occurs in the hydrochamber when Samus must change the trajectory of a laser in the dark world to erode the earthy rock obscuring a passageway. Dead ends in the light world will often be exceeded via visiting the dark world and its slightly deviated map, and the dark world possesses just as many hidden items and upgrades with its indigo-hued map. The developers put in the extra effort to present a deeper connection with the two opposites of Aether besides lazily making the dark world an exact replica but with an aesthetic of being baked alive in an antimatter pressure cooker.

Given that the dark world connotes a sense of evil dissidence, it should be evident that Aether’s dark side is more difficult to traverse than its realistic counterpart. Retro Studios has paved Metroid Prime’s difficulty curve after the first title hit a gaping pothole in the Phazon Mines. Every subsequent area encountered in Aether is reasonably more challenging than the previous one, even if there are some interspersed sections that will still cause some ire. The dark world, on the other hand, manages to have a waning difficulty curve opposite of the standard one in the light. At first, the insalubrious air of the dark world will corrode Samus’s health as quickly as if she slipped and fell into the lava of Magmoor Caverns. Fortunately, the developers decided to aid the player in this brutal atmosphere by implementing domes of light that cover a limited radius of the ground that steadily restores Samus’s health. Whether or not the source of light is a fleeting burst or supported by a crystal with constant illumination, Samus will be forced to shelter herself from the elements of Aether’s bizarro realm in order to survive. While I appreciate the consideration of this safety net by the developers, I’m sure every player nursed the dark world’s health pools like charging a phone’s battery. If the opportunity to fully replenish one’s health is readily available, then I’m going to relish that advantage, even if I embarrassingly realized that the reason why I felt these spots of respite were tedious was because of my insistence on abusing them instead of any real gameplay fallacies. Still, the need to use these enclosed light bubbles as umbrellas become less necessary as the game progresses because adapting to the pernicious environment is often an automatic reward. Samus’s suit upgrades will grant her more durability, as her health will deplete at a more leisurely pace. At the end of the game, U-Mos will grant Samus total invulnerability to the dark world’s poisonous air quality, a satisfying conclusion to the game’s central difficulty arc. Still, couldn’t he have made Samus impenetrable at the beginning, which would’ve been more practical for his dire situation? Is that Glinda the Good Witch in a moth costume?

The dichotomy between light and dark in Metroid Prime 2 is such a pertinent theme that the game even weaponizes it. Gone are the elemental beams accompanying Samus’s standard blaster on the C-Stick from the first game. Instead, Samus uses two separate beams that expunge dark and light energy respectively, with the late game “annihilator beam” combining the two like a chocolate-vanilla swirl. As to be expected, the light beam is super effective against enemies that reside in the dark world, and the same goes for the dark beam in the light. These two beams aren't as balanced as they might seem, however. The primary reason for this is due to both beams having ammunition as opposed to the inexhaustible power of the beams in the previous Prime game. Replenishing ammo is made uncomplicated by simply using the opposite beam on an enemy or cache, but my main grievance with the new beams stems from their utility of them. Naturally, the light beam will be used in most circumstances in the dark world as the Ing’s kryptonite because these enemies here are far more formidable in an environment that is already draining Samus’s health just by standing around in it. In the light world where the enemies are less daunting and the base environment leaves Samus intact, why would anyone expend their dark beam ammo when the regular blaster works just fine? Using the dark beam only comes recommended in the tensest of circumstances. I can’t help but be amused at the irony of how unbalanced the intended yin-yang relationship is between these two beams. Later in the game, color-coordinated enemies are introduced to force the player to use the beams equally, but it feels very shoehorned. It’s also irritating that I’m forced to use ammo to open the light and dark blast doors. Again, ammo is plentiful, but I must gripe about the unfairness of it like an old man seeing a tax on his bills that wasn’t there before.

Fortunately, the alternate beams from the first Metroid Prime are the only weapons that have been replaced. Every one of Samus’s gadgets such as the missiles, power bombs, and grapple beam make their return after they proved to be functional in the third dimension. Showcasing all of Samus’s handy tools in the first Metroid Prime was rather impressive seeing them in a whole new dimension, but that initial wonder diminished upon seeing them again here. Lest we forget the tools in Samus’s inventory that were omitted in the first Prime game, for the developers figured they would’ve been too obtuse to translate. I’m happy to report that Retro Studios took another chance at those items and have now rendered them successfully. The most glaring omission from Metroid’s leap to 3D was the absence of the Screwattack, Samus’s end-game whirlwind weapon that weaponizes Samus’s somersaulting while defying the laws of gravity. This upgrade’s utility in Metroid Prime 2 is mostly used for traversal rather than combat, as the perspective shifts like it does when Samus is in ball form as Samus can glide for five energetic long jumps. While the Screwattack here does not make Samus into a force of pure destruction, soaring over chasms with some expertly timed jumps still exudes that feeling of power. The often wonky wall-jump mechanic coincides directly with the Screwattack as the same precision is needed to hop from side to side in only a couple of scenarios. I’m just happy that they managed to implement these competently to achieve the rounded Metroid experience in 3D.

Metroid Prime 2 also adds plenty of new items and upgrades besides the dueling beams. Samus’s missiles have always been able to be fired in bulk with the Super Missile, yet they’ve never had the rapid-fire power of Samus’s standard beam. That is, until Metroid Prime 2 introduced the Seeker Launcher, which uses the 3D targeting system to lock on up to five missiles at multiple targets. Because the action in Metroid Prime is quick, standing still in order to lock onto multiple enemies is completely impractical, so the Seeker Launcher is disappointingly intended mostly for opening a few special doors. The Gravity Boost upgrade that allows Samus to move flexibly underwater without the liquid weight now comes with the added perk of a jet pack of sorts that boosts Samus upward for a short time, something greatly appreciated in Torvus Bog’s hydrochamber. The Thermal Visor has been replaced with the Dark Visor which reveals hidden platforms and enemies. It’s quite nifty when dealing with the frequent encounters with the Dark Pirate Commandos, infected Space Pirates who serve as the equivalents to the Chozo Ghosts who are arguably more irritating due to their increased durability. The Echo Visor is interesting enough, but I still scratch my head at its contradictory simple, and complicated uses in unlocking doors. Metroid Prime 2’s upgrades are a mixed bag of improvements and odd implementations that should’ve been considered a bit better.

Whether or not the item at hand is old or new, they are all locked behind a boss battle. The full extent of the Ing’s thievery sets up this game’s premise of Samus suddenly being deprived of all her fancy gadgets, this time recollecting them with a vengeance. The developers evidently thought that even though they mitigated the backtracking from the first game, the player still had to earn these upgrades somehow while simultaneously compensating for the paltry number of bosses in the first Prime game. Unfortunately, the smattering of bosses on display here reinstates a warped difficulty curve that the levels managed to avoid and is the true source of frustration with Metroid Prime 2. The first egregiously stiff boss battle in the game is the Boost Guardian, a standard Ing enemy who uses Samus’s ball accelerator to erratically ricochet around the arena. The most challenging factor of this fight is that there are no light pools to heal Samus anywhere, leaving her uncomfortably vulnerable. The dominant Alpha Bogg at the core of the hydrochamber provides the slimmest window of opportunity to damage him, charging Samus with violent impact and punishing the player severely for trying to correct their mistakes by dodging. The Spider Guardian is a boss situated entirely in a series of ball-form tracks, and the unfair precision and time needed to zap the rolling bug are what makes this fight a fucking nightmare. I’d like to put the Spider Guardian in a tube and shove it up the ass of the developer responsible for this fuckness and see how he likes the boss battle playing out in his intestinal tract. It doesn’t help that failing on the two previously mentioned bosses sends Samus back to a save room miles away from the encounter to add insult to injury. Yet, The Power Bomb Guardian boss after the Spider Guardian is insultingly easy. The bosses that have snatched up Samus’s upgrades might be a sign that the quality bosses of the first game were more adequate than the quantity of them seen here. Fortunately, Metroid Prime 2 still provides top-notch bosses with the penultimate area bosses guarding the dark energy controllers, with the arachnid android Quadraxis providing an engaging level of deep circuity that makes his fight delightful.

Still, each boss in Metroid Prime 2 is inherently lower in precedence compared to Dark Samus. She’s a looming shadow over our protagonist in a deeper sense than just her supernatural state of existence, and the game conveys this throughout the game. Samus first fights her enigmatic doppelganger as early as Agon Wastes, where her stature is relatively equal to Samus with a few unique tricks to throw the player for a loop. At the Sanctuary Fortress, Dark Samus becomes more daunting as she’s much more difficult to take down. It’s interesting to see that Samus’s rival is gradually getting stronger in tandem with the player’s progression with Samus. Still, the slight unpredictability she puts on display in her encounters implies that Dark Samus still has one slight leg up on Samus, retaining that sense of dread with seeing her. After another tedious excursion of obtaining nine keys to open the door to the final boss in a quest that mirrors the one from the first game, Dark Samus even eclipses Emperor Ing as the game’s final challenge, and the grand poobah of the sludgy pests will make the player splurge all of their dark and light ammunition. Unlike the colored signals that signify Emperor Ing’s points of vulnerability, Dark Samus is so unpredictable that she’ll leave the player in a state of panic as her weapons do middling damage to her at best. That, and the classic Metroid escape timer has been reinstituted and is counting down rapidly during the fight, putting an insane amount of pressure on the player like no Metroid game has ever done before. Even when the player figures out how to damage Dark Samus, good luck trying to absorb all of her Phazon blasts without damaging Samus in the process. This frenzied fight is a perfect way to cap off the powerful rivalry between the two Samuses, and the only appropriately difficult final duel for the most difficult Metroid game.

My last statement might introduce a new argument to the table that needs addressing: is Metroid Prime 2 the hardest Metroid title. Was its elevated difficulty intentional on the part of the developers, and is that what gives it the clear advantage as the quintessential 3D Metroid game? I can’t definitely answer the first question, but I must state a clear nay to the latter. Metroid Prime 2: Echoes is on equal standing with the first game on its own merits, which stems from both positives and negatives. Retro Studios improved upon so much from the previous game but steered too far from a few aspects that were so strong in the first Metroid Prime. When I gripe about the world design and the steep arch that is the Phazon Mines, I start to commend the second game for making its world design more accessible and building a more accommodating difficulty curve around it. At the same time, being slaughtered by an unfair boss battle and using ammunition to open a door makes me yearn to return to the simpler times on Tallon IV. Debating whether or not Metroid Prime 2 surpasses its revolutionary predecessor always reaches an impasse. Still, the fact that Retro Studios could replicate their enormous achievement in gaming again while also making it indiscernible from their last game is extraordinary in itself.

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