Super Metroid is Still a Genre-Defining Masterpiece 30 Years Later

“The last metroid is in captivity. The galaxy is at peace…”

Super Metroid’s opening is not the most explosive but it’s certainly one of the most iconic. Released in 1994, it was the third game in the series and is when Metroid really hit its stride, so much so it went on to become one of the most influential games ever made. Long before Demon’s Souls and Dark Souls made it cool, it had its own sub-genre (sharing custody with Castlevania: Symphony of the Night which would arrive three years later), one that has spawned countless imitators and become eternal muse to indies with games like Hollow Knight or Dead Cells.

Gated progression, non-linear world design, bonafide action set-pieces… Super Metroid brought a lot of new ideas within its (for the time) technical marvel. Even if you’ve never played it you’ll almost certainly recognise all the staples it popularised. No genre or medium can be traced to a single origin but like Samus Aran herself, metroid DNA is so well blended at this point it is impossible to see where the line of influence ends. You can find traces of it in games as far flung as the Tomb Raider reboots or Alien Isolation, which is fitting given Metroid’s debt to the Alien series.

Yet if all Super Metroid did was be the first to innovate on specific mechanics and design ideas, its influence would likely have become far more obscured over the years. Instead it still feels readily identifiable, because more than anything it created memorable moments. It crafted ambience and atmosphere. From the second players arrive at the main menu they’re given an ominous taste of what’s to come as the sole surviving metroid screeches from within its glass cell in a derelict space station. Over the course of the game it would shift through varying themes and moods, taking Samus from haunted to heroic and back again. Packed in are a dozen, iconic surprises. Nobody ever forgets that one Chozo statue, do they?

Whether intentional or not, I’ve seen Metroid’s influence in countless places. In Halo Combat Evolved’s climactic “warthog run” I see Samus’s desperate escape from the exploding station in Super Metroid’s opening moments; waking up outside the shuttle under the rain in Returnal, I think of those first cautious steps onto the eerily quiet Zebes. How many games still try to put in a sneaky horror level after Super Metroid so expertly deployed its haunted space ship? And how many games can serve up boss encounters that rival the drama of its recurring villain Ridley? Three decades on, games are still trying to fill Samus Aran’s shoes. Perhaps that’s why the series could return so strongly with Metroid Dread, 19 years after its last 2D foray, and not feel like it missed a step. While innovations from the intervening decades are brought to bear in Dread, the essence is classic Metroid.

Super Metroid told a simple, haunting tale of Samus (and by extension the player) reckoning with their genocidal quest against the titular metroid. It paints a picture of Samus as a character, a no-nonsense bounty hunter whose introspections are gestured at with small but powerful actions. That mood and character is all too easy to shatter, as Metroid Other M showed with infamy. Dread found a much better balance, simply by being truer to the original material. While it is more spectacular than Super Metroid could ever be, its pace and set pieces are all informed by the imagination of 1994. Having Super Metroid director Yoshio Sakamoto back certainly helped.

Super Metroid remains a stand out among stand outs. [But] where every other Metroid is about finding and killing, this one is about saving a life

Which isn’t to say it doesn’t have its own tricks. Each Metroid game stands out for its own spin on the formula. Super Metroid’s descent into Zebes is a contrast with being hunted by Samus’s evil doppler in Fusion. Each of these games are shaped around their themes, happy to shift the tone in one direction or another to serve the story, putting players through set pieces that make them feel the emotional core of each entry. As if declaring this, Dread tasks Samus not with another descent but an ascent, reframing that adventure’s journey as a possibly more heroic quest than her usual, murkier descents.

Super Metroid remains a stand out among stand outs however. Where every other Metroid is about finding and killing, this one is about saving a life. It is easy to forget when facing hordes of space pirates but Samus hasn’t come to Zebes to exterminate. Well, except for all those space pirates but they’re really naughty and are trying to take over the galaxy or something. No, she needs to rescue the baby Metroid she saved at the end of the last game. That little thing represents her last chance for redemption. The urge to protect it and perhaps salvage her very soul is the driving force behind her unbreakable resolve (yeah, Metroid did the whole Baby Yoda thing long before The Mandalorian). Samus’s mission, despite the galactic threat, is intensely personal. That’s what makes Super Metroid special. In Samus’s determined run, in the numerous silences and ever deepening descent, this quest is felt. An economy of storytelling that’s as elegant now as it ever was.

Perhaps the masterstroke of the game (and a benefit for the sequels that would follow) is that Samus ultimately fails in her mission. She defeats the baddies of course but the metroid she fought to save gives its life for her. Robbed of redemption, Samus is forced to sit with the finality of her actions in a way few action heroes are made to. The metroid are truly vanquished from the galaxy, never to return, something the sequels never walked back on. Regardless of whether the player internalised any of its subtext, I think many feel the sadness in that ending. It hangs over every subsequent Metroid and, arguably, the entire sub-genre it created. I’m not sure any metroidvania has given me an experience quite like that.

30 years later, the most remarkable thing about Super Metroid is that everything that made it great then, makes it great now. For all its numerous innovations, both technical and conceptual, it’s the game’s commitment to crafting a specific emotional experience that keeps it feeling fresh. Super Metroid set out to thrill, scare, exhilarate, confound, uplift and ultimately haunt players, and it did so at a bar of quality that remains undefeated.

Protecting art from generative AI is vital, now and for the future

Generative AI is all over the entertainment industries right now, and lots of people in games are making excited noises about finding new ways to integrate it into their products, from game developers and publishers such as Ubisoft and Square Enix to platform holders and hardware firms such as Epic and Nvidia. This new industry obsession is still taking shape, and there are lots of questions still to be answered about how much it might cost in the future, who will have access to it, and what it will actually help with, not to mention fears about job losses and other harms. But there’s a bigger question bubbling underneath all of this that threatens to burst the wobbly generative AI bubble: is the entire boom built on stolen labour?

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Soapbox: 30 Years Later, Super Metroid’s Foreboding Atmosphere Is Still Unmatched

Zeb-easily the best.

Soapbox features enable our individual writers and contributors to voice their opinions on hot topics and random stuff they’ve been chewing over. Today, to celebrate Super Metroid’s 30th anniversary, Ollie sings the praises of the game’s enduring foreboding atmosphere…


The Metroid series is perhaps best known for its wonderful atmosphere and keen sense of isolation. In addition to its consistently strong structure, interconnected locations, and formidable antagonists, its oppressive yet irresistibly intriguing atmosphere is one of the reasons why the games gained such a loyal following, and why it continues to become more successful as time goes on (albeit more slowly compared to other Nintendo franchises).

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How Xbox Continues to Help Independent Developers Reach More Players

How Xbox Continues to Help Independent Developers Reach More Players

Greetings from GDC 2024 – every year we use this show as a way to meet tons of developers and as a convenient check in to talk about the goings on at ID@Xbox.  

2024 got off to a fast start with players this year — Xbox had its biggest month ever on console this past January, measured by play time (including ID@Xbox program member Pocket Pair, whose Xbox Game Preview title, Palworld, has more than 10,000,000 players on Xbox so far!). 

With more than 3500 titles from independent developers in more than 100 countries in active development for Xbox and Windows via the ID@Xbox program, we’re always working to help independent developers reach more players, and for players to find the best new games. Our new open pitch portal and our Indie Selects program are two ways in which we‘ve unlocked new opportunities for creators and players alike.  

Last year, we mentioned that we’d be launching an open pitch portal for members of the ID@Xbox program to pitch their games for deal consideration for Game Pass and our Developer Acceleration Program. I’m happy to say that since the portal launched in August, we’ve had hundreds of studios use the portal to submit games for consideration.

While we don’t publicly talk about our deals before they’re announced, we can say that opening up this process more transparently and publicly has been a huge step forward, to ensure the curators at Xbox across Game Pass and other programs get access to the broadest variety of games to consider, so we can keep bringing players the best selection of games on Earth. While we’re incredibly excited to meet old and new friends from development studios this week at the Game Developer’s Conference, travelling to San Francisco (or anywhere) to meet Xbox staff in person shouldn’t be a pre-requisite to get a game in consideration for a deal — and I am happy to say that it no longer is.  

Second, this January, after an enormous amount of work from our amazing marketing and store teams, we launched the Indie Selects section of the Xbox Store! This section of the store harkens back to the olden days of Xbox Live Arcade with hand-curated collections of great titles from independent developers available on Xbox. In February, we began awarding six titles a month with an Indie Selects designation / award as well. 

Although I’m not personally the biggest fan of awards – we all have our own criteria for what makes a great game – so I’m always a little uncomfortable trying to pick winners in any category, especially where there are so many great games out there. However, I also live and breathe games. One of our discovery challenges is helping folks who love games, but don’t immerse themselves in gaming news on a daily (or hourly!) basis. For them, the Indie Selects designation is a great way to help them quickly find games that are endorsed by a group of curators and staff at Xbox who vote on them each month. (I can also share that Phil Spencer volunteered to serve on the voting committee!) These are all awesome games, but of course, there are a great many awesome games that won’t have the Indie Selects designation as well.That includes most games that launch with Xbox Game Pass. The marketing efforts we’ve started with the Indie Selects program are predominantly for games that are not in Game Pass.  

Game Pass already provides an amazing discovery mechanism (if you see a game you think you might like… download it!), and our Indie Selects efforts are there to ensure that folks see the amazing breadth and depth of the whole catalog on Xbox, not just Game Pass. 

And that depth and breadth just keeps getting bigger. We now have “business hours” coverage for developers 24/7 around the world, and the team’s work is paying off, with more than 100 titles in development for Xbox consoles via the ID@Xbox Program from Africa, India, and Southeast Asia. Of course, we have a lot of work to do to grow and help the developer base in these areas, and from other developers who are under-represented on Xbox wherever they are geographically. We want Xbox to be a place where everyone feels comfortable playing and developing.  

Of course that doesn’t mean every game will be for every person, and that’s where some of our most challenging, and exciting work will be in the months and years to come – enhancing discovery so that we can help players find their next favorite games, and so we can help developers of great games find their audience wherever they live around the globe. Games remain a hit driven business, but we believe in a future where every game has a reasonable shot in front of its intended audience to make a critical and commercial impact. This is crucial to our dual vision to bring players the widest and deepest array of games to play, and to enable developers to have a sustainable future creating and entertaining us for years to come. And from what we’ve seen coming, we’re incredibly optimistic about the future of games and developers on Xbox. 

The post How Xbox Continues to Help Independent Developers Reach More Players appeared first on Xbox Wire.

Exclusive: Connie Booth, One of the Chief Architects of PlayStation’s First-Party Studio System, Is Joining EA

Former PlayStation executive Connie Booth, one of the chief architects of PlayStation’s first-party strategy before her unexpected departure in 2023, is joining EA to help lead its studios amid its ongoing restructure.

Booth’s title will be Group General Manager, Action RPG, with a portfolio that will include EA Motive (Iron Man), Cliffhanger (Black Panther), and BioWare (Dragon Age, Mass Effect). She will report directly to EA Entertainment head Laura Miele.

“Connie spent more than 30 years helping to build Sony Interactive Entertainment’s internal studios and is responsible for guiding the development of some of their biggest franchises, including Marvel’s Spider-Man 1 & 2, The Last of Us, Ghost of Tsushima, Uncharted, Ratchet and Clank, to name just a few,” Miele said in a statement.

“She is known for having created an incredible developer-first culture and supporting creative vision while driving innovation. I have known Connie for many years and have always been impressed by her love and commitment to games. She especially cares about game developers. She has an impeccable reputation within the development community and will undoubtedly have a positive impact on our games.”

Connie spent more than 30 years helping to build Sony Interactive Entertainment’s internal studios and is responsible for guiding the development of some of their biggest franchises

Booth is a member of the Academy of Interactive Arts & Science Hall of Fame, having joined Sony in 1989 and worked especially closely with Naughty Dog. As Direct of Product Development she is credited with helping to build the studio system that has carried PlayStation through roughly 30 years in the console market. She departed Sony in 2023 amid unusual circumstances, with neither Booth nor PlayStation clarifying the reason for her exit. Sony eventually released a statement wishing her well but providing no further details.

Booth’s hiring points to EA’s desire to replicate some of PlayStation’s current exclusives strategy, in which it has found success with large-scale single-player games such as God of War and Spider-Man. In initiating its current restructure, EA has said that it is prioritizing its own franchises and that one of its pillars is “blockbuster storytelling” — an area in which Booth has considerable experience.

One of Booth’s major tasks will be revitalizing BioWare, which is hoping that Dragon Age: Dreadwolf will reverse its fortunes after Anthem and Mass Effect: Andromeda. BioWare suffered painful layoffs in 2023 and its next entry in the Mass Effect franchise remains in pre-production. Elsewhere, Cliffhanger Games is a relatively new studio that opened in 2023 and is working on a new Black Panther game, while EA Motive was founded by Jade Ryamond before her departure in 2018 and is currently working on Iron Man.

Like the rest of the games industry, EA is currently undergoing layoffs as part of its restructure that has resulted in around 670 workers losing their jobs. EA also closed down Ridgeline Games and canceled Respawn’s Star Wars FPS. The layoffs are expected to be completed by the end of the month.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

TerraTech Worlds “isn’t a sequel” to TerraTech, but does “supplant it in every way,” say devs

Later this week, Payload Studios’ open world vehicular survival builder TerraTech Worlds launches into early access. As the name implies, it’s a bigger, bolder and more ambitious take on their still very popular sandbox game TerraTech, but according to Payload’s founder and CEO Russ Clarke, they’re viewing this new version as more of a successor to TerraTech than a full-bodied sequel. “The overall quality of experience is really a huge leap forward,” Clarke told me during a press presentation last week. “We’re not calling it a sequel because we felt that making it a sequel would be a bit too constraining.” Rather, it’s “more of a reimagining” of the original game, says Clarke, with a change in engine and fresh investment from Tencent allowing them to reach the full potential of their original vision.

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Final Fantasy 14 on Xbox Has Unique Currency That Must Be Bought From the Microsoft Store Before Spending In-Game

The Xbox Series X and S version of Final Fantasy 14 has a unique virtual currency that must be bought from the Microsoft Store before being spent in-game.

In a blog post, Square Enix revealed the currency, called ‘FFXIV Coins’, and issued a warning to Xbox players who plan to jump into the long-running MMO when it finally launches on their consoles on Thursday, March 21.

Here’s the info from Square Enix:

Payment for service fees and optional item purchases will require FFXIV Coins, which can be purchased from the Microsoft Store. Please purchase FFXIV Coins before using the Mog Station or FINAL FANTASY XIV Online Store.

After purchasing FFXIV Coins from the Microsoft Store, log into the Xbox Series X|S version of FINAL FANTASY XIV to have the purchased FFXIV Coins credited to your Square Enix Account. You will not be able to use the purchased FFXIV Coins until you log in, so please be sure to log in after purchasing FFXIV Coins.

FFXIV Coins are not used with the PC and PlayStation versions of Final Fantasy 14, which has sparked something of a backlash from the Xbox community. Clearly, the addition of FFXIV Coins complicates matters for Xbox players, but there’s additional confusion around how Xbox players will buy a Final Fantasy 14 subscription. Square Enix’s note mentions FFXIV Coins must be used for “service fees”, which suggests the new virtual currency will be used to buy a sub.

Newcomers playing on Xbox will have three versions to choose from:

  • FINAL FANTASY XIV Online Starter Edition
  • FINAL FANTASY XIV Online Complete Edition
  • FINAL FANTASY XIV Online Complete Collector’s Edition

It’s also worth noting Xbox Game Pass (Core or Ultimate) is required to play, and you need to link your Xbox account and Square Enix account. Xbox Game Pass Ultimate subscribers can download the Final Fantasy 14 Online Starter Edition, which includes expansions A Realm Reborn, Heavensward, and Stormblood, for free until Friday, April 19.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Xbox Game Pass March 2024 Wave 2 Lineup Announced

Microsoft has confirmed the second wave of games coming to Xbox Game Pass during March 2024.

Out today, March 19, is open-world farming adventure Lightyear Frontier (Game Preview) (Cloud, PC, and Xbox Series X|S) as a day-one release. IGN’s Lightyear Frontier Early Access Review returned a 7/10. We said: “Cute and chill, homesteading in your giant mech on Lightyear Frontier’s alien world is already some good and simple fun, even if it currently stops a bit short.”

Also out today is MLB The Show 24 (Cloud and Console) as another day-one Game Pass launch. Coming soon, on March 20, is Supermassive’s The Quarry (Cloud and Console). IGN’s The Quarry Review returned a 7/10. We said: “The Quarry is a fun, bloody thrill ride on your first playthrough, but its lack of interactivity and a lot of little issues drag down the whole.”

A day later, on March 21, Old West adventure Evil West (Cloud, Console, and PC) hits Game Pass. “Evil West is far from the most complex or innovative action game around, but it nails the most important parts of its old-school, monster-killing campaign,” we said in IGN’s Evil West Review.

Sci-fi grand strategy game Terra Invicta hits PC Game Pass on March 26 as part of Game Preview. This one’s from Pavonis Interactive, maker of the popular Long War mod for 2012 game XCOM: Enemy Unknown.

Here’s the big one: Blizzard’s action role-playing game Diablo 4 (Console and PC) launches on Game Pass on March 28. Diablo 4 is the first Blizzard game to hit the subscription service since Microsoft’s $69 billion acquisition of Activision Blizzard. More are surely to come.

Also hitting Game Pass on March 28 is Hot Wheels Unleashed 2 – Turbocharged (Cloud, Console, and PC), and Open Roads (Cloud, Console, and PC). Open Roads is a day-one Game Pass title.

We also have a few Game Pass games coming in early April. Ark: Survival Ascended (Cloud, PC, Xbox Series X|S) launches on Game Pass on April 1, F1 23 (Cloud) via EA Play on April 2, and Superhot: Mind Control Delete (Cloud, Console, and PC) returns to Game Pass on April 2.

Xbox Game Pass March 2024 Wave 2 Lineup

Three games leave Game Pass on March 31:

  • Hot Wheels Unleashed (Cloud, Console, and PC)
  • Infinite Guitars (Cloud, Console, and PC)
  • MLB The Show 23 (Cloud and Console)

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The remake of Myst sequel Riven is coming later this year, complete with VR support

Cyan Worlds today announced plans to launch their fancy real-time 3D remake of Riven later this year, coming with support for both VR cybergoggles and standard meatspace screens. Riven: The Sequel To Myst was the 1997 sequel to Myst, the 1993 pre-rendered adventure game which sold a million CD-ROM drives and launched a thousand specks of spittle from John Walker’s mouth. The remake previously had a longwinded name of its own, Riven: New Discoveries Of The Lost D’ni Empire, but now is simply named Riven. They should rebrand again and call it Riven: The Sequel To The Myst Remake.

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Review: Rebel Transmute (Switch) – A Brutally Brilliant Metroid-Like

There’s always room for one more good one.

About five years ago, solo developer Evan Tor set out to make a new game in the crowded Metroidvania genre called Rebel Transmute. Tor launched a Kickstarter in 2022 to secure the funding to get the game over the line, and after a successful campaign and development period, the title has finally made it to consoles and PC. Rebel Transmute may not be a particularly innovative new entry in the genre, but what it lacks in novel ideas it more than makes up for in polish and quality. Rebel Transmute is great comfort food for the dedicated Metroidvania fan, and we’d suggest you pay attention to it.

Rebel Transmute places you in the role of Moon Mikono, a “space scrapper” in search of her mother who’s gone missing in action. Her search brings her to the isolated planet of Terra 6, which was once home to an extensive research facility helmed by the mysterious Foray corporation that her mother worked for. An EMP causes Moon’s ship to crash on Terra 6, and she wakes up twelve years later in a hostile and decrepit environment where something has since clearly gone wrong. Moon’s mother appears to be alive and somewhere on the planet, so our unlikely heroine sets out on a journey to find her and figure out what happened to the facility.

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