I just lately began enjoying Metroid II: Return of Samus for the primary time. I’m unsure why. Perhaps it was a manner 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 virtually 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 collection.
Whereas the online game business locations loads of significance on the advantages of extra highly effective {hardware}, builders can even do unimaginable issues when introduced with limitations. Metroid II, launched in North America in late 1991 earlier than making its strategy to Japan and Europe the next 12 months, is a superb instance of this phenomenon. The modifications made to make sure the nascent Metroid method was readable on the Sport Boy’s small, colourless display resulted in a handheld journey nonetheless praised in the present day for its austere environment.
Metroid II is claustrophobic, a minimum of when in comparison with its predecessor on the Nintendo Leisure System. The rooms in each video games is probably not a lot completely different in measurement, however the transportable sequel focuses so carefully on Samus that it typically 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 collection’ eponymous parasites, makes for a recreation 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 these items typically go, I quickly discovered myself low on well being courtesy of the planet’s harmful inhabitants. I scrambled to succeed in a earlier save level to keep away from shedding a number of valuable 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 certainly one of two issues taking place whenever you die in a Metroid recreation. The primary, seen in virtually each different 2D instalment, is that Samus and her swimsuit will explode into a number of items. The second – and infinitely extra traumatic, a minimum of within the case of Metroid Prime 2: Echoes – is watching Samus’ visor blink out from a first-person perspective 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 recreation within the collection makes it really feel vital.
Effectively, each recreation besides Metroid II, after all. As proven within the video beneath, 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 a whole bunch of pixels that make up her sprite disappearing line by line till nothing is left. The sport leads us to consider Samus is the one particular person able to eliminating the Metroid menace, 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 may be, however within the grand scheme of issues, what influence does the lifetime of anyone particular person really have on the universe as a complete? If a worldwide inhabitants of over 8.2 billion folks quantities to only a drop within the common bucket, then the loss of life of a single bounty hunter — or perhaps a handful of house jellyfish — is so cosmically insignificant, it could as nicely haven’t occurred in any respect.
It’s onerous to say if Nintendo meant to impart this type of existential disaster with Metroid II. Perhaps the builders struggled with translating the loss of life animation from the earlier recreation onto the Sport Boy display and felt a brief fade-out could be sufficient to convey Samus’ demise. Metroid II could appear to be an outlier when in comparison with the remainder of the franchise because of the attitude supplied by the intervening a long time, however on the time of its launch, it was simply the second recreation within the collection. Points of the Metroid method we take with no consideration in the present day had been nonetheless being hammered out. It’s totally potential I’m inserting 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 which 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 virtually 34 years later, it’s making me take into consideration my place within the universe.
Even in the present day, Metroid II is a crowning achievement, equal components compelling in its presentation and spectacular in the way it manages to offer a sprawling journey on the first-generation Sport Boy. Its utter indifference in the direction of Samus Aran relegates her to an insignificance that stands in stark distinction to the virtually godlike determine she’s change into in fashionable instalments. Whereas the remainder of the collection typically turns Samus’ loss of life into the form of spectacle reserved for fallen heroes, Metroid II as a substitute displays our personal huge, unfeeling universe with what quantities to a shrug. All of us simply fade away.