I lately began taking part in Metroid II: Return of Samus for the primary time. I’m undecided why. Perhaps it was a approach of staving off my intense cravings for Metroid Prime 4: Past, which as of writing nonetheless doesn’t have a launch date extra concrete than the obscure ‘2025’ window Nintendo revealed over a 12 months in the past. In any case, Metroid II impressed me nearly instantly, but it surely wasn’t till I noticed heroine Samus Aran die that I realised simply how distinctive it’s in relation to the remainder of the sequence.
Whereas the online game trade locations quite a lot of significance on the advantages of extra highly effective {hardware}, builders may do unbelievable issues when introduced with limitations. Metroid II, launched in North America in late 1991 earlier than making its option to Japan and Europe the next 12 months, is a superb instance of this phenomenon. The adjustments made to make sure the nascent Metroid method was readable on the Recreation Boy’s small, colourless display resulted in a handheld journey nonetheless praised at the moment for its austere ambiance.
Metroid II is claustrophobic, at the very least when in comparison with its predecessor on the Nintendo Leisure System. The rooms in each video games might not be a lot completely different in measurement, however the moveable sequel focuses so intently on Samus that it usually feels as if there’s barely any house to navigate its tunnels and passageways. Metroid II’s perspective shift, mixed with its story about genociding the sequence’ eponymous parasites, makes for a sport that’s darkish and oppressive whereas nonetheless managing to really feel like a pure subsequent step in what, on the time, was a younger franchise.

My first few hours with Metroid II had been uneventful. I messed round with the controls and acclimated to the grayscale environments of the Metroid homeworld earlier than settling in to Samus’ mission of extermination. As this stuff usually go, I quickly discovered myself low on well being courtesy of the planet’s harmful inhabitants. I scrambled to achieve a earlier save level to keep away from shedding a number of treasured minutes of progress, however ultimately my reserve power tanks hit zero after taking too many hits. And that’s when Samus stunned me by merely… fading away.
I’ve grown accustomed to one in every of two issues taking place while you die in a Metroid sport. The primary, seen in nearly each different 2D instalment, is that Samus and her swimsuit will explode into a number of items. The second – and infinitely extra traumatic, at the very least within the case of Metroid Prime 2: Echoes – is watching Samus’ visor blink out from a first-person viewpoint after which being handled to the sounds of her coronary heart flatlining and/or the picture of blood spreading slowly throughout the sport over display. Dying is climactic and each sport within the sequence makes it really feel essential.
Properly, each sport besides Metroid II, in fact. As proven within the video under, Samus would not explode, and the sport over display is nothing greater than white textual content on a black display. She simply ceases to exist, the tons of of pixels that make up her sprite disappearing line by line till nothing is left. The sport leads us to imagine Samus is the one individual able to eliminating the Metroid risk, but it surely treats her defeat with hardly any reverence in any respect.
The observable universe is calculated to be a area of about 410 nonillion cubic light-years doubtlessly containing as many liveable planets as there are grains of sand on all of Earth’s seashores, and that’s simply what we are able to see with present know-how. Actuality itself might very nicely be infinite. Certain, our restricted perspective could make us really feel like we’re all there’s, however within the grand scheme of issues, what impression does the lifetime of anyone individual really have on the universe as an entire? If a worldwide inhabitants of over 8.2 billion individuals quantities to only a drop within the common bucket, then the demise of a single bounty hunter — or perhaps a handful of house jellyfish — is so cosmically insignificant, it might as nicely haven’t occurred in any respect.
It’s arduous to say if Nintendo supposed to impart this sort of existential disaster with Metroid II. Perhaps the builders struggled with translating the demise animation from the earlier sport onto the Recreation Boy display and felt a brief fade-out can be sufficient to convey Samus’ demise. Metroid II could look like an outlier when in comparison with the remainder of the franchise because of the angle offered by the intervening a long time, however on the time of its launch, it was simply the second sport within the sequence. Points of the Metroid method we take as a right at the moment had been nonetheless being hammered out. It’s solely attainable I’m putting an excessive amount of significance on a three-second animation.

However isn’t that what’s nice about artwork? It permits us to go deep on subjects that will appear skinny on paper however contact us in significant methods. A small group at Nintendo made a comparatively minor determination about what occurs when the participant dies, and nearly 34 years later, it’s making me take into consideration my place within the universe.
Even at the moment, Metroid II is a crowning achievement, equal components compelling in its presentation and spectacular in the way it manages to supply a sprawling journey on the first-generation Recreation Boy. Its utter indifference in the direction of Samus Aran relegates her to an insignificance that stands in stark distinction to the just about godlike determine she’s change into in trendy instalments. Whereas the remainder of the sequence usually turns Samus’ demise into the form of spectacle reserved for fallen heroes, Metroid II as an alternative displays our personal huge, unfeeling universe with what quantities to a shrug. All of us simply fade away.