AM2R - First Impressions
Going from the absolutely glacial pacing and jankiness of the back half of Echoes to a smooth, streamlined remake of what might already be the series’ fastest game is really putting the two halves of this series into stark relief. For everything the Prime games share in common with the Metroid 1–5 sequence, their pacing is worlds apart. It’s obvious looking at their average time to beat that the Prime games are a lot longer, but they’re also just a lot slower. In the first one, I think that benefitted its atmosphere and unfurling world; in Echoes, I think the game ended up wearing out its welcome. In either, case compared to them, the first hour or so of AM2R plays like a forest fire. It becomes particularly obvious when it drops the spider ball on you fifteen minutes in. And this isn’t the Prime spider ball, which keeps you on a few flashy tracks — the Metroid II spider ball recontextualizes every single room in the game, and is probably the series’ most powerful traversal ability outside the (non-Prime) Screw Attack. It leads to a fast, expansive opening to a game that I already know isn’t all that big.
(Eventually, when this is all done, I’m gonna write a long thing about the Screw Attack, how perfect it is, how it’s become the thing that defines Metroid for me, but that’s for another time.)
Anyway, I can definitely see the idea here. This was made to be Metroid II’s Zero Mission, a remake that brings it in line with the mechanics, art style, and general feel of Super Metroid. I like Super Metroid a whole lot — so much that it’s the one game in this whole thread I barely had anything to say about. But there are things lost in that transition. In my write-up of Metroid II, I focused a lot on the soundtrack, how the game’s harsh core theme works to drive Samus deeper and deeper into SR388. That track has been reimagined as an slow, understated, moody, almost soothing melody — a great ambient theme in line with the soundtrack of Super Metroid or even Prime (it’s got lots of Prime’s signature synths and theremin worked in there). It’s a nice track to listen to, and it’s also one that does not do the same kind of thematic work that it does in the original game.
Put simply, it’s a theme about exploration, not extermination.
Interestingly enough, that is not how I feel about the version from Samus Returns, which reimagines that theme as a harsh, deafening, intimidating number that absolutely has the same effect as the original. In case you’re curious, here’s all of them to compare.
I think there might be something really interesting waiting for me once I finally get to Samus Returns, because from early impressions, I’m think these are two radically different ways to remake a game. It’s now been five years since I played that game, and I can’t really speak much to its sense of hostility or drive or the way it frames Samus’s mission of extermination, but the music paints a pretty evocative picture of what these games are going for. The first impression here is that, like Zero Mission, AM2R is trading the hostility of those first two games for the mystery of Super Metroid.
Also, hey, the other reason I didn’t just wait until I was done with AM2R to make this post (aside from this being my current avenue of procrastination) is that, if any of y’all are coming to this thread having just played Prime (or Prime 2), I highly recommend the Abnormal Mapping episodes about both games. I listened to both today and I think their observations reflect and deepen a lot of my thoughts on Echoes especially, and also they go into a more detailed discussion of the Zelda-ness of the 3D Metroid games that I couldn’t stop rambling about earlier on. The more I’ve thought about it, the more I feel like Echoes especially occupies a midpoint between Ocarina of Time and Dark Souls on the spectrum of how much of the game’s world is built out of Zelda dungeons. OoT has your traditional separate dungeons and overworld; Echoes has, essentially, four dungeons (with offshoots and mirror dungeons) linked together by discrete travel points; and Dark Souls just asks “what if everything was dungeon?”
Anyway, more coming once I finish this one! Which could be tomorrow or in two weeks — at this point I have no idea.