The next Metroid should be inspired by indie games


In 2009, Chair Entertainment and Epic Games released Shadow Complex, a side-scrolling platformer adventure about a man named Jason who explores a massive underground complex, slowly acquiring high-tech equipment that turns him into a one-man army. I was absolutely excited to get my hands on the title due to a word the developers used when discussing their inspirations. That word: Metroid.

At the time, Shadow Complex felt like something fresh and new because, in 2009, games in the Metroid line were a rarity. That is no longer the case. In 2021 alone, we’ve seen titles like Ender Lilies: Quietus of the Knights, Grime, Greak: Memories of Azur, Narita Boy, Astalon: Tears of the Earth, FIST: Forged In Shadow Torch, and Axiom Verge 2, all of which are inspired in the classic Nintendo series. And, oh yeah, Nintendo will release Metroid Dread in October. It’s almost impossible to keep up with all the games that cite Metroid as inspiration.

This colossal influx of Metroid-like games is an incredible boon to fans, but I’m concerned about what this means for the franchise that started it all. The indie boom over the past decade has allowed designers and small teams to create rich and inventive twists on the Metroid formula, but will Nintendo be able to keep up with the innovation?

Let’s back up. The original Metroid deserves a lot of credit for expanding into the traditional action platformer. That title threw players into a strange and mysterious world and put a great focus on exploration and permanent updates that allowed him to access new areas. With Super Metroid, Nintendo nailed it with this formula. Super Metroid was the perfect combination of exploration and rewarding pickups that facilitated a deeper exploration. Combine all of that with a helpful map, moody atmosphere, and incredible soundtrack, and it’s easy to see why Super Metroid set the template for so many games today.

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And there are many studies that have taken off with that template. Drinkbox Studios’ Guacamelee series took fighting elements and turned the enhancements into attack combos. Moon Studio’s Ori series combined stunningly beautiful worlds with heartfelt storytelling and pixel-perfect platforming. Villa Gorilla’s Yoku’s Island Express combined the exploration of Metroid with the mechanics of pinball to create a thoroughly joyous experience. And, Motion Twin’s Dead Cells did the same with roguelite elements, which finally convinced me that maybe I like roguelites.

Super Metroid was the perfect combination of exploration and rewarding pickups that facilitated a deeper exploration.

I could go on and talk about games like SteamWorld Dig 2, Hollow Knight, and of course Castlevania. But you probably don’t have to, because even if you don’t play these kinds of games, you’ve certainly noticed Metroid’s explosion of likes in recent years. In many ways, there has never been a better time to be a fan of games like Metroid. At the same time, it almost seems that Metroid has nothing left to explore.

To be clear, I’m not worried about the future of the genre. I think indie developers will continue to create nifty new versions of this unique sub-genre, which we all know and love. However, I am concerned about the future of the Metroid series. I’m concerned that Nintendo’s classic series is starting to feel a bit old in today’s market for ideas.

Super Metroid is still a blast to play today, but Nintendo hasn’t revised that formula in nearly 30 years (leaving Metroid’s foray into 3D gaming aside). Since 1994, Nintendo has only released three 2D Metroid titles: Metroid Fusion, Metroid: Zero Mission, and Metroid: Samus Returns. All three titles are fun. But that’s because they stay close to the established pattern. Sure, Fusion introduced the ability to grab ledges and climb stairs, Zero Mission briefly pulled Samus out of her suit, and Samus Returns added close-range attacks that spiced up the action, but these are minor adjustments. Overall, all three games feel like the same basic design slipping into a new environment.

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I would love for the Metroid series to take more risks, like many of the indie games mentioned above. What if Nintendo introduced some Castlevania RPG systems? Or, what if I took a page from Breath of the Wild and gave you all of your tools at the start of the game so you could tackle the objectives in any order? And what if Metroid explored the co-op, or contained a branching narrative, or had a portal gun? Everything is better with a portal gun, right?

Are all those ideas great for Metroid? Probably not. But exciting discoveries often come from unexpected places. If Metroid is going to stay with us for more than 30 years, then it needs to grow, it needs to start thinking outside of its beloved box.

I’m not trying to complain that the Metroid design is too derivative. I still enjoy Metroid tricks, but the excitement I felt playing Super Metroid for the first time is fading. Metroid Dread will be released on October 9th and I am looking forward to playing it. I’m sure Nintendo has found some new bells and whistles to apply this tried and true formula; maybe even change the formula in unexpected ways.

But if not, Nintendo, I hope you think more like an independent developer and try something genuinely innovative next time.


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