Metroid prime 4 first game inspiration
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Enhancing the controls and overall experience of the Metroid series thus far, Metroid II’s graphical fidelity and easy accessibility on the Game Boy set a standard for the series that would become an integral component of the franchise to this very day. These additions became series staples as they would help shape the iconic image and performance of who we know Samus Aran to be, including her rounded shoulder look in the Varia Suit, Spider Ball, Space Jump and the Spazer Beam. This entry into the franchise is one of the most coveted due to its expansion upon the mechanics and the arsenal of upgrades/weapons that Samus can acquire throughout the game. Back in all her pixelated glory, Samus finds herself on a new adventure through SR388, the home planet of the Metroids, as she’s tasked with eradicating the species before the Space Pirates can get ahold of them. Metroid II: Return of Samus (1991)Īs the title says, in Metroid II: Return of Samus, Samus returns to our sci-fi loving hearts through the means of Nintendo’s latest handheld console at the time: the Game Boy. And, if done in three-to-five hours, you would be treated with one of the biggest plot twists of all time… The game would see a remake of sorts in the form of 2004’s Metroid: Zero Mission, which retold the story of the very first Metroid with added graphical fidelity, movements, and cutscenes expounding upon the lore of Samus Aran and her past. Metroid offered players a whopping five different endings depending on how fast the player could complete it.
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Metroid also played a part in pioneering speedrunning, a gaming playstyle where the player attempts to complete their chosen video game as fast as possible with little to no deaths. Samus Aran battles various types of Space Pirate enemies along the way, including Samus’s archenemy Ridley, who is directly responsible for the death of her parents. Embarking on an adventure through Planet Zebes, you assist bounty hunter Samus Aran as she takes on Space Pirates in hopes of retrieving the parasitic Metroid organisms. Making its grand debut on the NES, the first Metroid game was a groundbreaking success. Lifting the platform-level design from the Mario series and fusing it with the non-linear storytelling/exploration of Zelda, Metroid achieved something significant for its period: giving the player an illusion that the game’s world was much bigger than it actually was. Released in 1986, Nintendo wanted a gaming experience that would be different from most of the lighthearted games they were offering at the time, and, to achieve this, borrowed heavily from two of their most successful lighthearted franchises: Mario and The Legend of Zelda.
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Notable for being one of the first mainstream games to have a strong female protagonist, the Metroid series has proven its staying power with a cult fan base, critically acclaimed games, a blend of sci-fi and psychological horror (super unique for Nintendo, especially around this time), and a fascinating storyline to boot.īut where did it all start? And how did the series transform from the Metroidvania games of its humble beginnings to the innovative first-person shooter experience of Metroid Prime? To answer those questions, let us dive deep into the series of Metroid and how it evolved. Thirty-five years ago, one of Nintendo’s oldest video game development teams, known as Nintendo R&D1 (Nintendo Research and Development), set out to create a uniquely strange and exciting cosmic adventure.